Hi! Me again!

It's fantastic to be able to do the bones animation on the GPU -- thanks again for implementing that a while back!

There doesn't appear to be a way to access the bone matrices outside of a shader, short of manipulating the bones themselves.

My request is that we have access to the bone matrices in Lite-C before a model is rendered (perhaps in a render event?) so that we can modify these matrices for other skinning, such as Dual Quaternion Skinning.

Jibb

EDIT: Or, alternatively, a flag for "dual quaternion skinning" and a DoBones equivalent for such modes, since dual quaternion skinning is very common in animation/rendering software and this would be much easier for users.

Last edited by JibbSmart; 03/20/12 22:28.

Formerly known as JulzMighty.
I made KarBOOM!