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How to blend joint matrix between two positions relative to bind pose?
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I have an animation of a character and I need to add animation to deform the skeleton where some joints will translate to a new position over time (think making the arms longer), but I need to move them in relation to the bind pose so that the animation still plays correctly.
Seems like I should be able to use a blendMatrix between the start and end position for each joint but after experimenting I cant figure out where to output this blended transform so that the joints are moved relative to the bind pose. Thank you for any help!