Hi
Our FBX parser seems to work fine with rigid meshes, and bones, but seems to have a problem when a mesh is attached as a child of a bone.
We have a simpoe object with a bone with seven cubes attached to it all as sibling children. They should be arranged in a 3d cross shape around the centre cube, such that the centre cube is at 0,0,0, and there are cubes in each direction along X Y and Z at distances 100 units away.
When we use KFbxXMatrix matTransform = pNode->GetGlobalFromDefault() to read the matrices of the cubes, we indeed get seven cubes based around a middle one, and they all so seem to be facing the same direction, also they are 100 units away from the centre, but they are all offset at different angles, not at right angles from each other. I've tracked the problem dpown the the results coming from the above call.
The angle of the cubes, while consistent with each other, doesnt seem to be the same as the bone to which they are connected (though this may be down to how they are attached)
What coudl possibly be goign wrong ? Am I missing a call to initialise the matrices correctly ? Am I using the wrong call ? Could it be a pivot or offset problem, or another matrix I'm not taking into account ?
We just use this to initialise and load the scene
InitializeSdkObjects(lSdkManager, pFbxScene);
lResult = LoadScene(lSdkManager, pFbxScene, name);
An image is attached of what the cubes look like when rendered. They shoudl all be attached squarely along their faces...
Thanks for your help
Shaun Southern