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How to understanding FBX6.1 ASCII Pose Node Information?

Anonymous

How to understanding FBX6.1 ASCII Pose Node Information?

Anonymous
Not applicable

I am trying to genrate FBX files with mesh color bones and weights in C# code under Unity.

But I find it is hard to find some useful information about how to create bones and weights myself,

can anyone help me?

Best regards

 

Sample code is below.

 

Pose: "Pose::BIND_POSES", "BindPose" {
Type: "BindPose"
Version: 100
Properties60: {
}
NbPoseNodes: 3
PoseNode: {
Node: "Model::Box001"
Matrix: 1,0,0,0,0,0,-1,0,0,1,0,0,0,0,0,1
}
PoseNode: {
Node: "Model::Bone001"
Matrix: -1.62920684942947e-007,1,8.43385517673712e-012,0,-1,-1.62920684942947e-007,3.60747217200696e-005,0,3.60747217200696e-005
,-2.55653744701823e-012,1,0,1.86313409358263e-005,1.18811149150133e-005,5.19242201318937e-013,1
}
PoseNode: {
Node: "Model::Bone002"
Matrix: -5.53921497196135e-020,1.01361763477325,-1.11608855490886e-007,0,-1.01361763477325,7.20805386949033e-015,-1.64902274946144e-007
,0,-1.67147902629949e-007,1.14327256994784e-007,1,0,1.63983168022241e-005,51.0856170654297,4.65720968734207e-011
,1
}
}

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Anonymous
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