bindPose(绑定姿势) 理解

本文详细解析了Unity3D中BindPose的概念及其应用。主要介绍mesh的BindPose如何将顶点从模型空间转换到世界空间,以及bone的BindPose如何实现从bone空间到世界空间的转换。此外,还解释了逆矩阵的应用。

1.首先得多谢一吧主提供了这个资源(http://forum.unity3d.com/threads/some-explanations-on-bindposes.86185/),省去了我大麻烦

2.该资源的代码最开始的注释部分:

  1. //The Bind Pose Matrices allow a raw vertex of the mesh (in local coordinates) to be transformed into world-space
  2. // and then to each bone's local coordinate space, after which each bone's animation can be applied to the vertex in question
  3. // (under the influence of the weighting value). The mesh's bind pose takes the vertex from local space to world-space,
  4. // and then each bone's inverse bind pose takes the mesh vertex from world-space to the local space of that bone.
  5. // Once in the bone's local space, the bone's current animated transformation matrix is used to transform (deform)
  6. // the vertex's location. After all the bone influences have been taken into account, the vertex ends up in world-space
  7. // in its final deformed location. In other words, these bind pose matrices relate the location of a vertex in its local mesh space
  8. // to the same location of the vertex relative to each bones' local coordinate systems.
  9.  
  10. // The mesh's Bind Pose Matrix takes its vertices into world-space, to the location at the time of binding,
  11. // and each bones' Bind Pose Matrix takes the bones from local space to world-space at the time of binding.

2.资源中的代码最开始的注释部分解释的很清楚:

(1)mesh的bindPose是将mesh的Vertex转换到worldSpace,也就是模型空间转到世界空间
(2)bone的bindPose是将bone的Vertex转换到worldSpace,也就是bone空间转到世界空间
不过我们通常用的是bone的bindPose的逆矩阵
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