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Evaluator returns NaN values for Quaternion
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Hi,
I am currently using the FBX SDK to parse and bake animations from FBX files and I experience issues when evaluating the transform of some nodes of my scene: in some cases, the node has a scale (0,0,0) (which is actually a trick to make meshes invisible) and when I extract the quaternion from the local transform matrix, I get NaN values.
It looks obvious for me that the way the rotation is extracted from the transform matrix may not handle the 0-scale case, but I wonder if there is a way to get the good values or maybe a workaround to correctly manage animation where some scale keyframes of (0,0,0).
Thanks in advance,
Aurélien