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biped and bones rotation issues

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Message 1 of 2
elemich
510 Views, 1 Reply

biped and bones rotation issues

hi

 

i'm a new FBX SDK 2014 user and i'm facing the issues described in the object.

i have an FBX file with a biped in the simplest form.

in the pic you can see what i obtain (left is fbx viewer,right mywindow)

viewerviewer.jpg

if i draw the skeleton with the EvaluateGlobalTransfrom for every FbxSkeleton node (as in the demo) all is drawed correctly, but i can not understand why with the local matrix (the node rot and pos) result is so weird.

 

This is my (wellknown standard) drawskeleton routine:

 

void DrawHierarchy(Bone* root)
{
     glPushMatrix();

 

          glTranslatef(b->pos[0], b->pos[1], b->pos[2]);

 

          glRotatef(b->rot[0], 1.0f, 0.0f, 0.0f); 
          glRotatef(b->rot[1], 0.0f, 1.0f, 0.0f);
          glRotatef(b->rot[2], 0.0f, 0.0f, 1.0f);

 

          glBegin(GL_LINES);

 

               glVertex3f(0.0f ,0.0f ,0.0f);
               glVertex3f(c.pos[0],c.pos[1],c.pos[2]);

          

          glEnd();

 

         for(int i=0;i<b->nchilds;i++)
              DrawHierarchy(b->childs[i]); 

 

     glPopMatrix();
}

 

 

Any suggest for this issue?

 

thank you

 

Ele

1 REPLY 1
Message 2 of 2
elemich
in reply to: elemich

solved by changing rotation order.

 

thank you for your time

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