Re: [osg-users] [osgPlugins] FBX: skinned mesh messed up

2011-08-26 Thread Alessandro Terenzi
Hi Michael, do not apologize for the late answer, as you can see my own reply is quite late too :) Talking about the issue, frankly speaking I cannot answer your questions, the example I sent comes from simplifying some more complex models that were prepared by character animators, maybe merging

Re: [osg-users] [osgPlugins] FBX: skinned mesh messed up

2011-08-15 Thread Michael Platings
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

[osg-users] [osgPlugins] FBX: skinned mesh messed up

2011-07-17 Thread Alessandro Terenzi
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