danni.coy Posted November 19, 2013 Share Posted November 19, 2013 We have converted some of our animations to use mesh_bone_base as per the sample files and are happy with what we can achieve. one question though - what exactly does the bone_offset do and how would I calculate speed of motion on an smesh using this technique assuming I want the objects to move at a specified number of meters per second? Link to comment
danni.coy Posted November 20, 2013 Author Share Posted November 20, 2013 also I have hit a major inconsistency between behaviour of this shader in OpenGL vs DirectX11. (I haven't tried other versions of DirectX).With further investigation it appears the problem happens in direct3d when bone_offset is less than zero. Link to comment
unclebob Posted November 25, 2013 Share Posted November 25, 2013 Hi Danni! Sorry for late reply. Could you be more specific about mesh_bone_base? Is that a shader? I can't find anything related to mesh_bone_base neither in samples nor in shaders. Link to comment
danni.coy Posted November 26, 2013 Author Share Posted November 26, 2013 my bad -- I meant mesh_chain_base, I am still getting occasional flickering problems with the direct3d11 version of this shader but not the glsl version. Link to comment
sebastianbah Posted December 25, 2013 Share Posted December 25, 2013 Hi Danni, Sorry for the late reply.Bone_offset shows a shift relative to the bone. If bone_offset value = 1, the bone takes the position of neighbour bone.As for flickering, could you try to decrease bone_offset value? If offset is too big it may cause flickering effect regardless of API. Link to comment
danni.coy Posted December 29, 2013 Author Share Posted December 29, 2013 ok - interesting though I am definitely getting the problem with one API and not the other. but basically If I limit myself to 0 < range < 2*num_bones I shouldn't have issues and get a nice loop right? Link to comment
sebastianbah Posted January 9, 2014 Share Posted January 9, 2014 Hi Danni, Sorry for the late reply. There might be some issues in the following cases: - bone_offset value < 0 - bone_offset value is too large, so shift is ignored as an accuracy error - shift of bone_offset value is too close to 1/-1, so the animation is too fast and it causes the issues Otherwise everything should be fine. Link to comment
Recommended Posts