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How Skeletal Animations and Skinning work in Games 

Dzima
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26 окт 2024

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Комментарии : 11   
@FloatyMonkey
@FloatyMonkey 3 года назад
Great explanation. Love how you showed some failed attemts at the end. I had the same struggle when building my skeletal animation system. In the end it's all worth it though.
@vovagore3193
@vovagore3193 3 года назад
Very good . Good luck in Future
@tauheedgamedev2388
@tauheedgamedev2388 3 года назад
I’m learning a lot thanks for the video.
@katyharavaya2542
@katyharavaya2542 3 года назад
Thanks for your amazing video) I will recommend to my friends)
@ivangorevoi4974
@ivangorevoi4974 3 года назад
Waiting for the next one)
@karutoh
@karutoh Год назад
Using a unsigned integer for the four `boneIDs` I think will not improve performance. If you do so you will be doing bit-shift and move operations on x86 or x86_64. You're probably okay to just have a 4-byte array on the stack. However when you upload that information to the GPU for the shader you can probably upload it as an integer, which might be faster. I say might because I'm not fully familiar how that data goes from the RAM to the VRAM.
@jeen9984
@jeen9984 3 года назад
Думаю, будет интересно увидеть видео на тему AI.
@rachelrunner8948
@rachelrunner8948 2 года назад
oh, thank you! it’s so hard to find good info on the bind poses and transformation matrices. i really love the poor broken animations, it’s a special type of pleasure to see them in that way. i’m not sure i understood everything but at least now i know what to search and it doesn’t sound like some form of heinous black magic. keep going!
@dzima-create
@dzima-create 2 года назад
Hey! No problem. I remember the time when it was confusing to me too how all these computations should be made. Just made this video to make it a little bit more clearer for people to understand this relatively not complicated stuff
@Rorybabory
@Rorybabory 3 года назад
Do you have the source code for your implementation?
@СветланаГоревая-и7м
Молодец!
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