Hi Michael,

Another solution could be to run the update of bone in the skeleton
update callback, and in order to avoid twice update of Bone (from the
Skeleton UpdateCallback and by the default UpdateVisitor), it will need
to add a check with a framestamp in UpdateBone update callback. Then it
will be updated once, but called twice.
It's not ideal but could be another solution.

What do you think ?

Cheers,
Cedric

-  
+33 659 598 614  Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Tue, 2009-08-11 at 16:37 +0100, Michael Platings wrote:
> When jumping around in time with a skinned model, I found that the
> model was displaying the transformations from the previous frame. The
> reason for this was UpdateSkeleton would update the bone matrices
> before UpdateBone::update had been called.
> It seems that the intention for this was to ensure the matrices were
> updated before any RigGeometry could be updated. However, it also
> means that the bones will always be in the position for the previous
> frame.
> I looked into trying to force the bones to update first but such an
> approach introduced complexity and opened up the possibility of
> causing other more subtle errors. Instead, I believe the most elegant
> solution is to simply require that bones be ordered before other
> objects within the child list.
>  
> I've moved the matrix updating from UpdateSkeleton to UpdateBone.
> UpdateSkeleton now merely checks that Bones appear before other
> children and issues a warning if this isn't the case.
> 
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