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Fix T43141: FBX import issue with rigged character.
This report actually showed two different issues. First, handling of bind poses was basically useless trash. Blender does not have any real concept of bind pose, it uses parenting instead. So what we really need to do here is set matrix_parent_inverse according to bind matrices of armature and mesh. Second, mighty FBX actually has *two* different transform models (which combine into a nice monster using 13 matrices...). Added details in (huge) comment, but short story is FBX uses by default Maya tx model, but can also store Max one, which uses some kind of local diff additional transform (similar to our dloc & co I think). So had to add support for that too, which makes our code even more light and beautiful! Note those 'geometric transformations' might entertain us again, quite not sure I caught all cases where we have to take them into account. :/
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