Hi, I can't define correctly the matrixs of the bones ...
I'm not sure but I think I would have to send the bone at the point 0, apply the rotaion and re-send your position ...? Code: osg::Quat rot = bone->getMatrixInBoneSpace().getRotate(); boneMatrices[i-1].makeIdentity(); osg::Vec3 transWorld = bone->getMatrixInSkeletonSpace().getTrans(); boneMatrices[i-1].preMultTranslate(transWorld); boneMatrices[i-1].preMultRotate(rot); boneMatrices[i-1].postMultTranslate(-transWorld); in the shader... Code: tempPosition += weights[i] * (boneMatrices[int(matrixIndices[i])] * gl_Vertex); I'm going crazy with the matrix... Thank you! Cheers, Aitor ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28476#28476 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

