So I've concluded that there is extra scaling occurring via the skeleton that 
we have within our model. 

It seems that our skeleton and our geometry are on two different scales and the 
geometry is getting scaled up on the shader to match the skeleton's dimensions.

I think the fix is to match this geometry with a different skeleton that is of 
appropriate scale. In the meantime I will set the initial bound to take this 
extra scaling into account. 

In previous instances a skeleton that is too small/large usually would be 
obvious when an animation started but in this case the vertex/bone weights must 
have been scaled alongside and it was not an obvious error.

Thank you Julien.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72892#72892





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