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Copy file name to clipboardexpand all lines: samples/blend/README.md
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1. Load animations and skeleton. See "playback" sample for more details.
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2. Compute each animation time (in order to sync their duration) and samples each of them to get local-space transformations.
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3. Compute each animation (layer) blend weight and fills ozz::animation::BlendingJob object. BlendingJob object takes as input an array of BlendingJob::Layer representing each layer to blend: weight and local-space transformations (as outputed from the sampling stage). It also takes as input the skeleton bind-pose, which represents the default transformation of each joint. It is used by the blending algorithm as a fall-back when the accumulated layer weight is too small (under a threshold value which is also an input) to be used. The output of the blending job is a set of local-space transformations.
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3. Compute each animation (layer) blend weight and fills ozz::animation::BlendingJob object. BlendingJob object takes as input an array of BlendingJob::Layer representing each layer to blend: weight and local-space transformations (as outputed from the sampling stage). It also takes as input the skeleton rest-pose, which represents the default transformation of each joint. It is used by the blending algorithm as a fall-back when the accumulated layer weight is too small (under a threshold value which is also an input) to be used. The output of the blending job is a set of local-space transformations.
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4. Convert local-space transformations to model-space matrices using ozz::animation::LocalToModelJob. It takes as input the skeleton (to know about joint's hierarchy) and local-space transforms. Output is model-space matrices array.
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5. Model-space matrices array can then be used for rendering (to skin a mesh) or updating the scene graph.
Copy file name to clipboardexpand all lines: samples/partial_blend/README.md
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4. Uses ozz::animation::IterateJointsDF helper function to iterate all children of the upper body root joint, and set up per-joint weight masks as follows (note that weight coefficients are stored as SoA floats):
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- Upper body weight mask: Affects upper body weight coefficient to all the joints that are part of the upper body, all others are set to zero.
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- Lower body weight mask: Affects lower body weight coefficient to all the joints that are part of the lower body (ie: all the ones that are not part of the upper body), all others are set to one.
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5. Sets ozz::animation::BlendingJob object with the two layers for the lower and upper body. Per-joint weight masks are provided as an input to each layer. All other arguments (bind-pose, input local-space transforms, weights, output) are the same as those used by the full skeleton hierarchy blending. See "blend" sample for more details.
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5. Sets ozz::animation::BlendingJob object with the two layers for the lower and upper body. Per-joint weight masks are provided as an input to each layer. All other arguments (rest-pose, input local-space transforms, weights, output) are the same as those used by the full skeleton hierarchy blending. See "blend" sample for more details.
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6. Converts local-space transformations, outputted from the blending stage, to model-space matrices using ozz::animation::LocalToModelJob. It also takes as input the skeleton (to know about joint's hierarchy). Output is model-space matrices array.
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7. Model-space matrices array can then be used for rendering (to skin a mesh) or updating the scene graph.
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