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)
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
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