Hello everyone, my name is Lauro, I'm a technical artist and programmer.
I like to push computer graphics to the extreme. I also enjoy explaining things, which is why I make educational videos on computer graphics and game engine development.
video is great but the AKSIIS <ITS AXIS > huts my ears
@abdul-muqeet3 күн бұрын
2:32 There is a Mistake that cos(theta)=8/10=0.5, as 0.5 is not 8/10
@don127223 күн бұрын
I was struggling with these concepts but your video cleared it up extremely well. Thanks so much!
@undefBehav8 күн бұрын
Great explanation. One thing I don't understand, however, is why do you have to export/import/calculate rest pose bones and `inMatrices` separately, and in local (relative) space at that? Doesn't Blender already provide bone transforms in model (absolute) space per frame that you can directly use to transform vertices? That way, a single matrix multiplication per vertex would do the trick to correctly transform the model, without having to rely on parents appearing before their children in the bones list, or those model-to-local and local-to-model transforms, or anything else.
@FloatyMonkey6 күн бұрын
Excellent question. That would be possible if you were to play back the animation at the exact same framerate and without any further alterations. When storing the matrices in global space, it is however no longer possible to smoothly blend between animations since this requires local space for the rotations to be correct. In the context of games, blending is used for all sorts of things: to alter the animation playback rate, transition between different animations, perform procedural adjustments, etc. all which benefit from local space. Another reason is that local space often has less fluctuation in its range of values or keeps certain keyframes constant e.g. translation, aiding in compressing the animation data. Hope that answers your question.
@undefBehav6 күн бұрын
@@FloatyMonkey Thanks, that definitely helped clarify things! So basically what you're saying is storing transforms in local space makes sense, because we need them to correctly interpolate between keyframes or different animations. I think I was confused because somewhere along the line I remember you saying you wouldn't go into interpolation for the time being. Anyway, it all makes sense now, thank you!
@RolandDamilola8 күн бұрын
WOW I really enjoy this❤❤❤ Thanks you for taking your time for this
@Samosa-l7d10 күн бұрын
Why my teacher can't explain like this 😅
@ericdelapuente-hf8sf12 күн бұрын
W vid im getting into ml but im in middle school so i dont know linear algebra or algebra 2 for that matter so this vid really helped me out
@imranhussain-iy8xi14 күн бұрын
If you come across this, please send your prayers and positive energy. I’ve been battling health issues for years.
@actuallysolsrngluck14 күн бұрын
THANK YOU SO MUCH OMG FUCKIN HELL YOUR THE BEST
@pacifiky14 күн бұрын
100th like lol but awesome video!
@plain_potential555317 күн бұрын
The way he pronounced pythagoras killed me
@user-sp7rw7rj7w18 күн бұрын
thanks you so much you clear my big doubt related to cosin
@wildgaming771519 күн бұрын
Much better then our pakistani and indian teachers
@ValKS-023 күн бұрын
sin 270 is -1 not 1
@jagadeeshwarnomula629225 күн бұрын
Bro I will slap u bro😂😂
@WhenCatPlayz21 күн бұрын
i will spank u ahhahaha
@jagadeeshwarnomula629225 күн бұрын
Bro slap u beo
@parzival476726 күн бұрын
Difference between Z-culling in the rasterization stage and the depth test in the output merger? You made it seem like the same process was happening twice back-to-back.
@berkanc_143627 күн бұрын
underrated af
@AOA.UNIVERSEАй бұрын
Diz niggas also does animation?! Or is it a studio, and it was another person. Regardless. My interest is risen. U arened a sub. Fr. Looking forward to more
@richardcesar5546Ай бұрын
This... This is gold. 4 years old and it is still the best I have found.
@ina6176Ай бұрын
thank you it was super helpful 🙏
@Jeremayah-yeahАй бұрын
WITH BOTH DIRECTION AND MAGNITUDE OH YEAHH 🦑🟠
@hmmmidkkkАй бұрын
When's the next episode gonna come?
@RagibMahirAshhab-sn8qvАй бұрын
not everyone will come here for game dev.
@mplgraphicxindia1558Ай бұрын
In India,in my school we learned it in eighth grade
@WhenCatPlayz21 күн бұрын
how fake 👎i am also indian and even in icse board this is taught in grade 10 or 11
@mplgraphicxindia155820 күн бұрын
@@WhenCatPlayzNo I ain't lying bro , i study in a school in tamilnadu which has an IIT program from 6th grade so ya basically if you want the name I can send ya
@KseniaAfanaseva09Ай бұрын
Thank you for this video
@endspeed802Ай бұрын
Can't really understand the logic behind dot product projection, which results to a scalar value, and why its different from the magnitude provided by the cross product. and why should i take the resultant perpendicular to only a vector, and why even bother take perpendicular at all. And why the heck should i follow that stupid right hand rule.
@CRohitSorteАй бұрын
Sin(270°) =-1 @17:00
@yoo_nishka59272 ай бұрын
This was really helpful as it makes your concepts crystal clear.. :)
@archer73652 ай бұрын
Oh yeahhhh!
@KKulou2 ай бұрын
Hello author, I've recently been working on a mathematical physics chronicles content and I very much need to edit 5 seconds of footage using the footage from the video you created, I really, really need the 5 seconds of material. I'll be sure to credit the source of the footage and @ your channel when I'm done with my work. I very much recognize your work and thanks again. : ) (The above text was translated by me, using a translation program, so please forgive me if I use the wrong words)😀
@bluesillybeard2 ай бұрын
Holy Moly Guacamole! This is the best resource on skeletal animation that could ever possibly exist. I went from barely knowing anything about skeletal animation to being able to implement it in my own engine!
@LifePSC-xx8cz2 ай бұрын
ā - Sir, please explain why there is a line over a.
@Aunkita_24Ай бұрын
It's a vector sign
@joeswagson2 ай бұрын
im going to leave this on while i take a shit
@beyza2000.2 ай бұрын
You are my saviour! I was just watching NLP for ML course, and this came up, and I panicked since I didn't learn this at all at school during dropping early from school. U taught me everything perfectly, making it very easy to understand, and now I can continue my self study NLP journey! Thank you so much! My hero!
@deeppaswannnnn2 ай бұрын
Calculus please 😭
@raolf4102 ай бұрын
DOUBT ---- 2:30 why isnt it 5,-3 instead it is 5,3
@namankurrey78232 ай бұрын
u stoobid or wht if u call it 5,-3 then ur changing entire fricking direction kid, man! ur dumb lol
@Meoww-ej9xu2 ай бұрын
@@namankurrey7823chill it’s okay everyone makes mistakes
@editorindebt84102 ай бұрын
vector questions are killing me
@Joseph-ex4sf2 ай бұрын
Brilliant video, thank you! This really simplifies the concepts.
@alphonceja-nam21472 ай бұрын
How do you make these videos please?
@gauravshinde95882 ай бұрын
N1 20 N2 50 N3 100 Thanks sir
@Aryanbrahman992 ай бұрын
2025 anyone?????
@namankurrey78232 ай бұрын
ye ur mom
@aku75982 ай бұрын
Only understand what is "r hat" and "θ hat" at 50. And its derivation of rHat= iHat Cosθ +jHat Sinθ.
@healthydietwithtastyrecipe32312 ай бұрын
I am learning this In 7th grade
@darkington-41552 ай бұрын
bro you are too wordy with this shi bruh i nun understand anythin
@namankurrey78232 ай бұрын
coz u stoobid
@germanhoyos44222 ай бұрын
instant sub. well done
@emillyskinner37802 ай бұрын
omggg thanks. this is super helpful
@prajwalbind76983 ай бұрын
Just wow so easyyyyyyy
@NormieDead3 ай бұрын
i actually liked that video soo much, more then 3blue1brown video of vector. staright to point and clear with covering the basic. soo nice thanks man. pleeeees i beg u make more math content
Пікірлер
Thank You Sir❤🥳
video is great but the AKSIIS <ITS AXIS > huts my ears
2:32 There is a Mistake that cos(theta)=8/10=0.5, as 0.5 is not 8/10
I was struggling with these concepts but your video cleared it up extremely well. Thanks so much!
Great explanation. One thing I don't understand, however, is why do you have to export/import/calculate rest pose bones and `inMatrices` separately, and in local (relative) space at that? Doesn't Blender already provide bone transforms in model (absolute) space per frame that you can directly use to transform vertices? That way, a single matrix multiplication per vertex would do the trick to correctly transform the model, without having to rely on parents appearing before their children in the bones list, or those model-to-local and local-to-model transforms, or anything else.
Excellent question. That would be possible if you were to play back the animation at the exact same framerate and without any further alterations. When storing the matrices in global space, it is however no longer possible to smoothly blend between animations since this requires local space for the rotations to be correct. In the context of games, blending is used for all sorts of things: to alter the animation playback rate, transition between different animations, perform procedural adjustments, etc. all which benefit from local space. Another reason is that local space often has less fluctuation in its range of values or keeps certain keyframes constant e.g. translation, aiding in compressing the animation data. Hope that answers your question.
@@FloatyMonkey Thanks, that definitely helped clarify things! So basically what you're saying is storing transforms in local space makes sense, because we need them to correctly interpolate between keyframes or different animations. I think I was confused because somewhere along the line I remember you saying you wouldn't go into interpolation for the time being. Anyway, it all makes sense now, thank you!
WOW I really enjoy this❤❤❤ Thanks you for taking your time for this
Why my teacher can't explain like this 😅
W vid im getting into ml but im in middle school so i dont know linear algebra or algebra 2 for that matter so this vid really helped me out
If you come across this, please send your prayers and positive energy. I’ve been battling health issues for years.
THANK YOU SO MUCH OMG FUCKIN HELL YOUR THE BEST
100th like lol but awesome video!
The way he pronounced pythagoras killed me
thanks you so much you clear my big doubt related to cosin
Much better then our pakistani and indian teachers
sin 270 is -1 not 1
Bro I will slap u bro😂😂
i will spank u ahhahaha
Bro slap u beo
Difference between Z-culling in the rasterization stage and the depth test in the output merger? You made it seem like the same process was happening twice back-to-back.
underrated af
Diz niggas also does animation?! Or is it a studio, and it was another person. Regardless. My interest is risen. U arened a sub. Fr. Looking forward to more
This... This is gold. 4 years old and it is still the best I have found.
thank you it was super helpful 🙏
WITH BOTH DIRECTION AND MAGNITUDE OH YEAHH 🦑🟠
When's the next episode gonna come?
not everyone will come here for game dev.
In India,in my school we learned it in eighth grade
how fake 👎i am also indian and even in icse board this is taught in grade 10 or 11
@@WhenCatPlayzNo I ain't lying bro , i study in a school in tamilnadu which has an IIT program from 6th grade so ya basically if you want the name I can send ya
Thank you for this video
Can't really understand the logic behind dot product projection, which results to a scalar value, and why its different from the magnitude provided by the cross product. and why should i take the resultant perpendicular to only a vector, and why even bother take perpendicular at all. And why the heck should i follow that stupid right hand rule.
Sin(270°) =-1 @17:00
This was really helpful as it makes your concepts crystal clear.. :)
Oh yeahhhh!
Hello author, I've recently been working on a mathematical physics chronicles content and I very much need to edit 5 seconds of footage using the footage from the video you created, I really, really need the 5 seconds of material. I'll be sure to credit the source of the footage and @ your channel when I'm done with my work. I very much recognize your work and thanks again. : ) (The above text was translated by me, using a translation program, so please forgive me if I use the wrong words)😀
Holy Moly Guacamole! This is the best resource on skeletal animation that could ever possibly exist. I went from barely knowing anything about skeletal animation to being able to implement it in my own engine!
ā - Sir, please explain why there is a line over a.
It's a vector sign
im going to leave this on while i take a shit
You are my saviour! I was just watching NLP for ML course, and this came up, and I panicked since I didn't learn this at all at school during dropping early from school. U taught me everything perfectly, making it very easy to understand, and now I can continue my self study NLP journey! Thank you so much! My hero!
Calculus please 😭
DOUBT ---- 2:30 why isnt it 5,-3 instead it is 5,3
u stoobid or wht if u call it 5,-3 then ur changing entire fricking direction kid, man! ur dumb lol
@@namankurrey7823chill it’s okay everyone makes mistakes
vector questions are killing me
Brilliant video, thank you! This really simplifies the concepts.
How do you make these videos please?
N1 20 N2 50 N3 100 Thanks sir
2025 anyone?????
ye ur mom
Only understand what is "r hat" and "θ hat" at 50. And its derivation of rHat= iHat Cosθ +jHat Sinθ.
I am learning this In 7th grade
bro you are too wordy with this shi bruh i nun understand anythin
coz u stoobid
instant sub. well done
omggg thanks. this is super helpful
Just wow so easyyyyyyy
i actually liked that video soo much, more then 3blue1brown video of vector. staright to point and clear with covering the basic. soo nice thanks man. pleeeees i beg u make more math content