- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
I have an FBX file with a lot of skeletal animations in it, and I needed to be able to get local transforms for each node to use in my game engine.
However, FbxNode::EvaluateLocalTransform seems to not have any arguments that allow you to specify which animation layer you're trying to get the transform for - what do I have to do to get the matrix from EvaluateLocalTransform manually?
I seem to be able to get translation/rotation/scaling values by time for an animation layer with something like "node->LclRotation.GetCurve(animlayer, FBXSDK_CURVENODE_COMPONENT_Z);" but I have no idea how to convert those to the results that EvaluateLocalTransform would give..
Please help me, I am pulling my hair out over this.
Solved! Go to Solution.