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Using skinned models
In this lesson we learn how to render models using skinned vertices for smooth animations.
First create a new project using the instructions from the previous lessons: Using DeviceResources and Adding the DirectX Tool Kit which we will use for this lesson.
In the previous lesson, we learned the use of ModelBone as general metadata and for doing rigid-body animation of meshes. The other common use for model bones is as a 'skeleton' to control vertices for vertex skinning animation.
Like XNA Game Studio, the DirectX Tool Kit does not provide a specific implementation of an animation control system. There are numerous approaches, and each have their own strengths and weaknesses. In this lesson, we'll cover the animation system in the Visual Studio Mesh Content Pipeline (CMO
) and the legacy DirectX SDK sample animation system (SDKMESH
v1), providing some basic code for using them. Neither solution is ideal, but they do a good job of demonstrating the techniques and some trade-offs.
UNDER CONSTRUCTION
- Vertex skinning is also supported by SkinnedNormalMapEffect, SkinnedPBREffect, and SkinnedDGSLEffect using the
IEffectSkinning
interface just as withSkinnedEffect
.
Next lesson: Using advanced shaders
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20