Hi Alessandro, thanks for the example. osgAnimation only allows one skeleton per RigGeometry, and the FBX importer assumes that no more than one skeleton will be attached to a mesh, hence the messed up results. Can you explain why multiple skeletons are attached? If the importer merged the skeletons into one would that be OK?
Apologies for the delayed response btw, I've switched jobs so I don't have much time to spend on this any more but I'll still try to help occasionally. Cheers -Michael On 17 July 2011 11:31, Alessandro Terenzi <[email protected]> wrote: > Hi > I finally managed to make a simple model that shows an issue I usually > experience with skinned characters, ie the mesh is messed up when imported > in OSG. > > I'm attaching a very simple FBX model: 1 mesh, 2 bones systems and a dummy > object used to control one of the bones systems, no animations at all. > > I created the model in 3dsMax and noticed that the problem appears if there > are 2 bones systems (4 bones) attached to the same mesh and one system is > also linked to a dummy object (see the example I'm attaching) - if there is > just one system (2 bones) and it is linked to a dummy then the problem does > not appear. > > QuickTime displays the mesh correctly while osgviewer does not (OSG v3.0.0 > - FBX 2012 and 2011). > > Please (Michael P. or anyone with expertise in osgAnimation) can you have a > look at the model and let me know if I can provide more examples or help to > solve the issue? > > Thanks. > Alessandro > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=41412#41412 > > > > > Attachments: > > http://forum.openscenegraph.org//files/osgviewer_2011_07_17_12_21_22_84_209.png > http://forum.openscenegraph.org//files/test_284.zip > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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