Hi Michael,
In fact my approach have the side effect that it could call twice nested
callback attached to the UpdateBone.
I will use your fix.

Cheers,
Cedric

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


On Thu, 2009-08-27 at 12:42 +0200, Cedric Pinson wrote:
> 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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