How to get a joint's bind pose world matrix WITHOUT orient joint rotation?

How to get a joint's bind pose world matrix WITHOUT orient joint rotation?

Anonymous
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How to get a joint's bind pose world matrix WITHOUT orient joint rotation?

Anonymous
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My code is pretty standard, I get the bind pose attribute of a joint

 

MObject oBindPose = fnJoint.attribute("bindPose", &oStatus);

 

Iterate over the connected plugs to find the world matrix attribute on the dagpose. Then I get the world matrix from MFnMatrixData.

 

But this matrix is not what the skinned vertices use because the joint in question has an orient joint attached to it. The orient joint doesn't affect the skinned vertices, but does affect the world matrix.

 

Is the only solution to this to get the local matrices and walk up the hierarchy concatenating all of the local transforms?

 

This seems like a huge oversight... why is this so hard?

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