I am about to port a project from DX9 to DX11 the project use Collada animations, but as var as I know collada does not support animations in DX11 (and as I understand it from more knowledgeable people, collada kind of suck anyway).
so how do I get animations into a 3D model that I can use with DX11?
I checked your contribution out, but it have some limitations for me, as I am not using skinning animations, but animating the “regular” transforms. and your translation from DX9 to DX11 is no good here since the there is no way of getting the bin size of the subsets of the mesh.
so I am still looking, it doesn’t have to be collada, but could be FBX. but I am struggling a bit figuring out how I can import an animation from an FBX-file.
converting dx9 mesh to dx11 is pretty ugly, don’t do that even for every frame ugh :P in assimp there’s a pretty straightforward animation pipeline where you can get animated transforms via animation channels. checkout emseshe examples for a working instance or i don’t know what tekcor’s assetsdb-dx11 is using but most probably the same.
i didn’t experience that yet, but that’s still not an excuse, use decompose and scale your own. unless you have like 100 trees with 200 bones each for the branches animated for wind motion, but then you have to use other magic optimization on gpu with the animation :P.