Hi,
I have been testing some models with the new FBX plugin included in the
2.9.6 release. I am loading models with the example program
osganimationviewer. So far, all the models I have tried load and
initially display correctly, but when I press play the models do not
animate correctly, instead they totally stretch and distort like rubber.
I figured there was some problem with the way the bones are set up in my
models, but I tried it with the FBX file from Microsoft's XNA skinning
tutorial (http://creators.xna.com/en-us/sample/skinnedmodel) and it has
the same problem in OSG, but loads fine in XNA, Unity3D, etc...
Are there some specific steps that have to be followed when making or
exporting an FBX model in order for it to animate correctly in OSG? For
example is there a limit on the number of bones that affect each vertex?
Does anyone have an example model (e.g. in Max or Maya) that shows a
skeletal setup that works as FBX in OSG that they would be willing to share?
I think FBX support is great, and I'd really love to be able to use this
plugin for character animation.
Thank you,
Julian.
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