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node->EvaluateLocalTransform(time) returns always same matrix in FBXSDK 2014.2

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juhlnet
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node->EvaluateLocalTransform(time) returns always same matrix in FBXSDK 2014.2

I've update FBX SDK recently 2014.1 to 2014.2 in my game engine.

 

Everything seem to work fine. but I've notice that all animation model actually stopped. 

 

I've debugging in and finally I found that

 

node->EvaluateLocalTransform(time) returns always same time matrix.

 

Following code works fine in 2014.1 but 2014.2

 

static fbxAnimKey_t FBX_MakeAnimKey(FbxNode *node, FbxTime time) {
	FbxAMatrix localTM = node->EvaluateLocalTransform(time);

	FbxVector4 s = localTM.GetS();
	FbxVector4 r = localTM.GetR();
	FbxVector4 t = localTM.GetT();

	t = unitScaleMatrix.MultT(t);
		
	fbxAnimKey_t animKey;
	animKey.time = time.GetSecondDouble();
	animKey.scaling.Set(s[0], s[1], s[2]);
	animKey.rotation.Set(r[0], r[1], r[2]);
	animKey.translation.Set(t[0], t[1], t[2]);
	
	return animKey;
}

 

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