Fixed a significant bug in my @glTF3D Metal renderer, so now Polly the robodog is animating quite dandily (https://www.youtube.com/watch?v=l7TB1O51X_M …)pic.twitter.com/JGxUSPasSk
Software engineer specializing in mobile graphics and augmented reality. Author of “Metal by Example”
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Fixed a significant bug in my @glTF3D Metal renderer, so now Polly the robodog is animating quite dandily (https://www.youtube.com/watch?v=l7TB1O51X_M …)pic.twitter.com/JGxUSPasSk
awesome progress, really looking forward to the _first_ glTF 2.0 PBR Metal renderer!
BTW were you able to get the eyelids to animate correctly? cc @bghgary
Just got back to this. Blinking works iff skinning is disabled. It seems that the joint matrices (which I compute every tick) exactly cancel the local rotation of the lids, overriding the animation. Tricky case. Any suggestions?
also adding @McNopper to the conversation
Are u doing morphing calculations before or after joint calculations?
I don’t support morph targets yet. I calculate joint matrices *after* applying animations. Doing otherwise will introduce complexity/coupling/extra storage, so I was trying to avoid it, but if it’s required for correctness…
The pupils/iris are morphed but without morphing the rest should still work. Please make sure to download latest Polly, as the eye lids are skeletal animated now as well.
Ah, indeed; I was using a stale clone. Looking better now. Thanks!pic.twitter.com/FrunYv6lJh
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