Closed gnguralnick closed 1 year ago
its cause you didnt divide ure V coordinates you generated by the w value (4th value in generated vertex vector)
i'm doing that but it doesn't seem to change anything when i debug, the w coordinates are all just 1 so dividing by them doesn't change anything
fixed, i needed to set a default weight value of 0 in linear_blend_skinning rather than 1 - it was causing my vertices to get all blown up
When I run kinematics with the default arguments, my model looks like this
For some reason, the dot to control the inverse kinematic movement and the bone approximations there are shrunken. I'm really not sure where the issue is, would love some advice.