I made an attempt to include skinned mesh animation into my hobby game engine but can't figure out how to setup this properly. I have several FBX animation files which are displayed correctly in viewer tools such as open3mod. Open3mod uses Assimp to import the files so I tried to include Assimp into the project myself but while the mesh is rendered correctly in binding pose, it is heavily distorted when running the animation (see attached screenshot: my DX engine on the left, the open3mod viewer on the right). I hosted a snapshot of the solution files on my server [login to view URL]
The archive also contains the file "[login to view URL]" which gives an overview over the relevant files and classes as well as the two FBX animations in question (Base@Walk Without Root [login to view URL], Base@Jump Right Attack [login to view URL]).
This task may be completed in different ways:
- Take and fix the actual code that I wrote (based on [login to view URL] how to import files with assimp and the book "3D Game Programming with DirectX11" by Frank D. Luna)
- Implement your own fbx loading code based on the already included assimp 3.1.1 importer
- Convert the FBX files to a format that you are familiar with (it must be done using tools that I could use to convert more animations later on) and implement a skinned mesh technique that uses this format
(This project uses C++, DirectX11, FBX, VisualStudio2015)
11 freelancers are bidding on average €548 for this job
Hi! I am an expert. If you contact me, we can discuss better. Please contact me. Relevant Skills and Experience C++ Programming, Graphics Programming Proposed Milestones €555 EUR - complete Thank you.