3D GPU animation skinning issue

I have GPU animation skinning working however the resulting effects are so strange. I’ve figured that i need to flip some axis’s or something but I’m not sure which. I’ve tried just about every combo!

Please help me out? Any clues?

I ported this code: http://3dgep.com/gpu-skinning-of-md5-models-in-opengl-and-cg/

Heres what it looks like:

This is what the animation should be like:

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Taking a stab in the dark here, but which rotation order are your joints using in the modeling software? if it’s XYZ (in maya/blender/whatever) then you need to reverse that order in your code so XYZ->ZYX, same for YXZ->ZXY, etc…

Ill try that out and I’ll get back with the results

Tried flipping them around couldn’t seem to find the right combo. It morphed the mesh in weird ways

Did you ever open this file in any modeling software (I know it’s just that generic guy so you might not have)? If you did and then reexported you will have to know the rotation order of the joints, you can change each joint so be careful if you did this.

If not, then without seeing your code it’s impossible to tell you exactly where the problem is. My bet is on a rotation order problem or you’re sending the wrong matrix for the wrong joints.

I’m modeling a new test model now. I decided to repurpose the old MD5 script and make my own format out of it. It now converts exported models to OpenGL coordinates (flips y-z)

It seems that the influences are assigned wrongly, at least.