Imagination PowerVR SDK Blog

Problems with skinning a .pod

pvrshaman

#1

Hi there!

We have several models converted to pod and they all work perfectly with their animations. I’m using your POD-loader code from the tools-folder and I’m using a similar vertex shader as the one provided in the skinning-example. All good so far. However one model doesn’t work, but do work in PVRShaman. I’ve checked that there are at most 4 bones acting on each vertex and the total bone palette is 13. I’ve increased the shader to support a bone palette of up to 16 bones.

Would it be possible for you guys to take a quick look on the .pod-model and see if you can see anything obviously wrong? I’m using SDK 3.4.
If you are willing to take a quick look of the model I can provide a drop-box link.


#2


I am a bit suspicious about the padding of 3 on the Club-mesh. That instinctively feels weird.


#3

Found the bug… a problem of accidentally uploading the bone weights as GL_UNSIGNED_BYTE instead of GL_FLOAT. Please close this issue.


#4

Or rather one should do: Mesh->sBoneWeight.eType==1?GL_FLOAT:GL_UNSIGNED_BYTE (Your skinning example is hard coded to FLOAT iirc)


#5

Glad to hear you’ve resolved the issue. If you have any other questions about our POD loading code or the format, don’t hesitate to ask :slight_smile: