Introduction to Mesh Skinning

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Previous: 'Pixel Art Games and nSight Shader Analysis'

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0:01Welcome to the off-topic stream on mesh skinning

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0:01Welcome to the off-topic stream on mesh skinning

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0:01Welcome to the off-topic stream on mesh skinning

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1:31Our professional experience of mesh skinning

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1:31Our professional experience of mesh skinning

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1:31Our professional experience of mesh skinning

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4:31Introduction to Mesh Skinning

4:31Introduction to Mesh Skinning

4:31Introduction to Mesh Skinning

5:33The bases for 3D graphics: Basic Transform

5:33The bases for 3D graphics: Basic Transform

5:33The bases for 3D graphics: Basic Transform

9:44Matrix multiplication

9:44Matrix multiplication

9:44Matrix multiplication

12:01The bases for 3D graphics: Linear Blend

12:01The bases for 3D graphics: Linear Blend

12:01The bases for 3D graphics: Linear Blend

15:56Convex (or Interpolated) Linear Blending

15:56Convex (or Interpolated) Linear Blending

15:56Convex (or Interpolated) Linear Blending

21:27Thinking of convex linear blending as a sum of terms

21:27Thinking of convex linear blending as a sum of terms

21:27Thinking of convex linear blending as a sum of terms

25:27Euclidean Norms

25:27Euclidean Norms

25:27Euclidean Norms

31:27Understanding norm(1), the Manhattan Distance

31:27Understanding norm(1), the Manhattan Distance

31:27Understanding norm(1), the Manhattan Distance

32:59Using norm(1) to produce a coherent convex blend equation

32:59Using norm(1) to produce a coherent convex blend equation

32:59Using norm(1) to produce a coherent convex blend equation

36:31Applying our norm(1) convex blend equation

36:31Applying our norm(1) convex blend equation

36:31Applying our norm(1) convex blend equation

39:01We've got a puss situation

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39:01We've got a puss situation

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39:01We've got a puss situation

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39:17Simplifying our norm(1) convex blend equation

39:17Simplifying our norm(1) convex blend equation

39:17Simplifying our norm(1) convex blend equation

41:38Understanding why our norm(1) equation constrains us within 0 and 1

41:38Understanding why our norm(1) equation constrains us within 0 and 1

41:38Understanding why our norm(1) equation constrains us within 0 and 1

45:24Convex Multi-Point Blend

45:24Convex Multi-Point Blend

45:24Convex Multi-Point Blend

48:52General Blend Equation

48:52General Blend Equation

48:52General Blend Equation

52:56Mesh Skinning: The problem of disjoint objects when transformed

52:56Mesh Skinning: The problem of disjoint objects when transformed

52:56Mesh Skinning: The problem of disjoint objects when transformed

55:10Mesh Skinning: Sharing vertices, producing an undesirable collapse

55:10Mesh Skinning: Sharing vertices, producing an undesirable collapse

55:10Mesh Skinning: Sharing vertices, producing an undesirable collapse

58:14Mesh Skinning: Subtly blending between multiple collapses

58:14Mesh Skinning: Subtly blending between multiple collapses

58:14Mesh Skinning: Subtly blending between multiple collapses

1:01:02Mesh Skinning: Applying our General Blend Equation

1:01:02Mesh Skinning: Applying our General Blend Equation

1:01:02Mesh Skinning: Applying our General Blend Equation

1:05:54Traditional application of mesh skinning: Input - Rest Pose, Skeleton and Mesh

1:05:54Traditional application of mesh skinning: Input - Rest Pose, Skeleton and Mesh

1:05:54Traditional application of mesh skinning: Input - Rest Pose, Skeleton and Mesh

1:09:53Traditional application of mesh skinning: Output - Pose

1:09:53Traditional application of mesh skinning: Output - Pose

1:09:53Traditional application of mesh skinning: Output - Pose

1:11:25Using the inverse of the rest pose to pin a mesh to a skeleton

1:11:25Using the inverse of the rest pose to pin a mesh to a skeleton

1:11:25Using the inverse of the rest pose to pin a mesh to a skeleton

1:17:06The problem of storing the relative positions of multiple bones

1:17:06The problem of storing the relative positions of multiple bones

1:17:06The problem of storing the relative positions of multiple bones

1:20:14Composite Matrix / Transform: Model and store both the skeleton and mesh in the same space

1:20:14Composite Matrix / Transform: Model and store both the skeleton and mesh in the same space

1:20:14Composite Matrix / Transform: Model and store both the skeleton and mesh in the same space

1:26:50Preparing and applying the Composite Transform

1:26:50Preparing and applying the Composite Transform

1:26:50Preparing and applying the Composite Transform

1:30:49Practical considerations of handling many bones

1:30:49Practical considerations of handling many bones

1:30:49Practical considerations of handling many bones

1:34:32The End...?

1:34:32The End...?

1:34:32The End...?

1:35:00Critiquing Mesh Skinning

1:35:00Critiquing Mesh Skinning

1:35:00Critiquing Mesh Skinning

1:40:01Beyond Mesh Skinning: Simulation

1:40:01Beyond Mesh Skinning: Simulation

1:40:01Beyond Mesh Skinning: Simulation

1:42:57Beyond Mesh Skinning: Double Down Art Input

1:42:57Beyond Mesh Skinning: Double Down Art Input

1:42:57Beyond Mesh Skinning: Double Down Art Input

1:46:00Recommend Pose Space Deformation^{1}

1:46:00Recommend Pose Space Deformation^{1}

1:46:00Recommend Pose Space Deformation^{1}

1:48:05Q&A

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1:48:05Q&A

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1:48:05Q&A

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2:00:40Mirror Analogy: In Your Head vs In Reality

2:00:40Mirror Analogy: In Your Head vs In Reality

2:00:40Mirror Analogy: In Your Head vs In Reality

2:04:43Bone placement in a mesh skinning system

2:04:43Bone placement in a mesh skinning system

2:04:43Bone placement in a mesh skinning system

2:06:22Wrap it up

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2:06:22Wrap it up

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2:06:22Wrap it up

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Next: 'Assembly Analysis and Front-end Register Clears'

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