full import of a custom binary asset into #threejs complete! 100% #webgl powered.
this was actually a super cool exercise. translating from the c++ game engine code into three.js was practically a 1:1 conversion, which validates that the c++ renderer was written "correctly"pic.twitter.com/WtDV6TAxdV
1/2 it had to do with providing three.js a default bind matrix for the skinning. if you don't provide one, three.js will set the bind matrix to a sane default (which worked fine), but it will also calculate the inverse bind matrices on the skeleton for you (which is not fine).
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2/2 i wasn't going the "let three.js calculate the matrices for me" route; instead, i was providing precalculated matrices to it manually. so, it was calculating matrices off data that i hadn't seeded properly, because i wasn't expecting it to be doing any math.
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