Correct Form To Animate Mesh Vertices Using FBX SDK Python or C++
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Hi.
People, in this moment I have a simple model with a simple animation. The model only has four bones, please see the picture.
I'm Working using Fbx Sdk to xtract the data and these are my steps
* First I get the names of the Nodes and get the Spaces Points, Indices of the model Using FbxNode Class. When I import the model is in object space Like this picture.
*When I get the data, I multiply for the world space matrix of the model this matrix is in
GlobalMatrix = MeshNode.EvaluateGlobalTransform()
*Now the model looks bigger
I get the indices of each bone and weights Using FBXSkin class. after I get the datas, I get the Link Matrix of each Bone using.
linkMatrix = FbxAMatrix()
linkMatrix = fbxCluster.GetTransformLinkMatrix(linkMatrix)
I get the current Matrix of each Node Using
CurrentBoneMatrix = BoneNode.EvaluateGlobalTransform(FbxTime)
Now for example I get the MAtrix of each bone in the Frame Number 20 of the animation and I multiply for each matrix.
FinalPositionMatrix =linkMatrix.Inverse() * GlobalMatrix * CurrentBoneMatrix
but the result is not good.
The model must be inclinated something like this.
But I get this.
I don't Know, What's wrong please Help