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
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
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
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