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I want to use Assimp skeletal animation in a GLUT program using the least possible libraries. I want to do the interpolation of the animation myself. How do I render a frame of the animation by doing the mathematics by using functions I make to rotate and translate points myself. I am planning to use collada files because they are free to use and modify. I need any suggestions to be free to use in any way including using and sharing it as your own property. The player model will always be a human.

The collada file has a bone hierarchy where every bone is a child of another bone except the root bone. The bones can be listed from the root bone to the last bones where every child of every bone is in order.

Whenever you move a bone you move all the children bones and every bone is in control of the vertices near it.

The limbs need to be transformed by the difference in what there position would be per frame by the keyframe positions.

I need to know what glm does in a functional loader to replace glm functions with functions I have written for the transformations.

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  • \$\begingroup\$ This is technically 1 question, I want to know if you generate the mesh manually with collada files in assimp using math or if the animation is calculated already by assimp and instead you only have to load mesh data from assimp and its textures. My guess is that assimp makes the mesh data for you as time passes so theres technically infinite positions you can draw if computers didn't have a speed limit. Im asking because all the tutorials I can find for skeletal animations use other libraries but I want to make my own function to load them in GLUT \$\endgroup\$ Commented Jul 20 at 19:53
  • \$\begingroup\$ What would it mean to "generate a mesh manually with assimp using math"? What would it mean for assimp to "make the mesh data for you as time passes"? It's not obvious to an outsider what your mental model is here, which makes it harder to understand what you're asking or where we can best help. \$\endgroup\$ Commented Jul 20 at 23:11
  • \$\begingroup\$ I want to know if assimp has all the data ready per frame to load in as a bunch of vertex data. If not is there another free library to do skeletal animations in GLUT that I can use in projects and modify as my own. \$\endgroup\$ Commented Jul 21 at 2:29
  • \$\begingroup\$ The AI in google says it does. I want to know how to load a skeletal animation in GLUT. The resources I have found so far are always using other libraries. I can use assimp but I want to make functions to rotate and trabslate the points without using a mathematical library if possible. I dont know if its more than just rotation and translation though. Do I really need to use glm? \$\endgroup\$ Commented Jul 21 at 2:35
  • \$\begingroup\$ Why do you want to avoid using a math library? \$\endgroup\$ Commented Jul 21 at 10:04

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