Hi Michael,
I'll do my best to help in finding the problem and if you agree I will send
you a simplified version of the humanoid model with just 2 or 3 joints.

Cheers.
Alessandro

On Tue, Jan 18, 2011 at 7:08 PM, Michael Platings <[email protected]>wrote:

> Great, I've bumped my submission so hopefully it'll be in osg trunk soon.
> Re: poses, they have been a complete nightmare to get working so far, and
> yet there are still a few cases that don't work. If you can find what's
> going on with humanoid.fbx then you'll be my hero! I may be able to help
> more if you can get a much simpler example that demonstrates the problem
> e.g. only one or two joints.
>
>
> On 18 January 2011 15:27, Alessandro Terenzi <[email protected]> wrote:
>
>> Thank you very much Michael,
>> your fix solved the timing issue.
>>
>> Any idea/suggestion about the wrong initial-pose problem? (it happen with
>> the humanoid.fbx model available with the FBX SDK).
>>
>> Regards.
>> Alessandro
>>
>>
>> On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings 
>> <[email protected]>wrote:
>>
>>> Hi Alessandro,
>>> I posted a fix a while back that may solve the issue you're referring to.
>>> If it works for you then maybe with more prodding Cedric might accept it ;)
>>> Here it is again, attached
>>>
>>>
>>> On 17 January 2011 15:43, Alessandro Terenzi <[email protected]>wrote:
>>>
>>>> Hi,
>>>> no one else is experiencing the same problems with osgAnimation and the
>>>> FBX plugin? I mean the 'initial-pose' issue (described in this thread) and
>>>> the timing issue described in another post of mine.
>>>>
>>>> Cheers,
>>>> Alessandro
>>>>
>>>> ------------------
>>>> Read this topic online here:
>>>> http://forum.openscenegraph.org/viewtopic.php?p=35708#35708
>>>>
>>>>
>>>>
>>>>
>>>>
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