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  1. May 27, 2012
  2. May 26, 2012
  3. May 24, 2012
    • Campbell Barton's avatar
      patch from Doug Perkowski · f9e21740
      Campbell Barton authored
      from Doug:
      
      Most applications aren't very strict with the bind pose because they support different bind poses for different meshes.  Ogre requires a single bind pose for all meshes, which makes things a lot more difficult. 
      
      The changes are where the BindPose is defined (which is pretty much ignored by most applications, but you seemed to have added it for XNA), and the skin deformer.  In both cases, global transforms for bones were not correctly being exported.  I set global transforms for the bones equal to (my_bone.fbxArm.matrixWorld * my_bone.restMatrix) * mtx4_z90.  That  appears to do the trick for me, though I can't say I fully understand how the terms are derived.
      
      I've tested kngcalvn_fbx_test_new.fbx and our sample file in Maya & our FBX importer, and both work with the changes.
      f9e21740
  4. May 22, 2012
  5. May 21, 2012
  6. May 20, 2012
  7. May 18, 2012
  8. May 16, 2012
  9. May 15, 2012
  10. May 07, 2012
  11. May 05, 2012
  12. May 04, 2012
  13. May 03, 2012
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  17. Apr 26, 2012
  18. Apr 25, 2012
  19. Apr 23, 2012
  20. Apr 22, 2012
    • Martin Poirier's avatar
      netrender · 395bca8b
      Martin Poirier authored
      job and frame status cleanup (move to the model module)
      record transitions between states in job to be able to get (among others) the started and finished time.
      395bca8b
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