I have a mesh. I apply skeletal animation on the mesh . Now I want to capture the vertices of the deformed mesh. How do I do it?
I tried to use the code at http://www.ogre3d.org/tikiwiki/RetrieveVertexData. ( I am getting some compilation errors.) Is this code suitable for capturing vertices of the modified mesh? Or will it return the vertices of the original mesh?
how to access vertices after doing skeletal anim. on a mesh?
-
- Halfling
- Posts: 76
- Joined: Thu Jan 28, 2016 6:49 am
- x 1
-
- Halfling
- Posts: 76
- Joined: Thu Jan 28, 2016 6:49 am
- x 1
Re: how to access vertices after doing skeletal anim. on a m
the code at http://www.ogre3d.org/tikiwiki/RetrieveVertexData returns the original mesh vertices, not the skinned ones.
can anyone suggest a way to retrieve the vertexdata from skeletalanimation of a mesh?
can anyone suggest a way to retrieve the vertexdata from skeletalanimation of a mesh?
-
- Bugbear
- Posts: 812
- Joined: Thu Dec 09, 2004 2:51 am
- x 42
Re: how to access vertices after doing skeletal anim. on a m
This is libhand you are using, right? You have the blender mesh, why don't you just auto IK the mesh in blender, set constraints etc and do this all from blender.
Alternatively write a python script which will run from blender and parse your pose files / apply the bone rotations etc to the blender skeleton in pose mode / and export the modified mesh in ply/obj format. I don't know what rotations libhand actually exports, whether it does IK or not, so it may not be that easy.
Alternatively write a python script which will run from blender and parse your pose files / apply the bone rotations etc to the blender skeleton in pose mode / and export the modified mesh in ply/obj format. I don't know what rotations libhand actually exports, whether it does IK or not, so it may not be that easy.
-
- Orc Shaman
- Posts: 737
- Joined: Fri May 31, 2013 2:28 am
- x 65
Re: how to access vertices after doing skeletal anim. on a m
http://ogre3d.org/forums/viewtopic.php?f=2&t=16637
i think your best shot is trying to use software skinning and retrieve the software buffer, i don't remember the extact api method( i think its in Ogre::Entity )
anyway diving into Ogre's source code might put some light on this( and is also lots of fun... )...animation code start at Ogre:Entity update method....
be happy to know the solution...goodluck...
edit: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=76459
i think your best shot is trying to use software skinning and retrieve the software buffer, i don't remember the extact api method( i think its in Ogre::Entity )
anyway diving into Ogre's source code might put some light on this( and is also lots of fun... )...animation code start at Ogre:Entity update method....
be happy to know the solution...goodluck...
edit: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=76459
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..
coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
-
- Gnoblar
- Posts: 1
- Joined: Mon Jul 11, 2016 9:58 am
- x 1
Re: how to access vertices after doing skeletal anim. on a m
VertexData* Ogre::SubEntity::_getSkelAnimVertexData(void)
You can use this function to get the temporarily blended vertex information for entities which are software skinned.
You can use this function to get the temporarily blended vertex information for entities which are software skinned.