Hi everybody,
I'm still testing the FBX plugin but I'm still experiencing problems with
animations. The humanoid.fbx test model that comes with the FBX SDK 2011.3
is displayed incorrectly by osgviewer and by osganimationviewer too (OSG
2.9.10).

In order to try to understand where the problem is, I tried to simplify the
animation (I removed everything but the left arm animation) but, since I'm
not confortable with osgAnimation yet, I still cannot figure out the cause
of this issue.

The only thing I can think of, is that the model seems to miss an 'initial
pose' (at least this is the warning that I get if I try to import the model
in 3dsMax) but anyway 3dsMax, Motion Builder and QuickTime display it
correctly. 3dsMax warns me that it will try to 'guess' the initial pose and
actually it manage to set the correct one.

Could the problem be related to a missing 'initial pose'? Maybe if such an
'initial pose' is missing then the model's starting position is messed up
and so, when we play the animation, everything is messed up too. Any ideas?

One more thing I've found out is that if I comment the following line:

vi.push_back(osgAnimation::VertexIndexWeight(gi.second, weight));

in fbxRMesh.cpp then the humanoid mesh is displayed correctly (of course
without animations) and the mesh rests in the 'arms spread' pose. Maybe
there is somthing happening when setting the initial pose weights? Still
guessing...

Cheers.
Alessandro
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