I've been following this tutorial for the skeleton animation and I have changed accordingly to fit and work with my game engine. But I can't seem to get the bone to rotate properly as seen in the images. They just go everywhere else but the right place. When I take the rotation matrix (from the aiNodeAnim converted from the quat to my matrix4) out of the concatenation, it shows the T pose moving up and down. Is there something wrong with just my rotation matrix or is it something else? http://imgur.com/a/pm2wO
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
-AnimatedModel is a component for my game objects
-AnimatedModel have a AnimatedModelLoader to do all the loading of the fbx.
-AnimatedModel Update() and Render() functions are called every frame
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Hi,
I've been following this tutorial for the skeleton animation and I have changed accordingly to fit and work with my game engine. But I can't seem to get the bone to rotate properly as seen in the images. They just go everywhere else but the right place. When I take the rotation matrix (from the aiNodeAnim converted from the quat to my matrix4) out of the concatenation, it shows the T pose moving up and down. Is there something wrong with just my rotation matrix or is it something else?
http://imgur.com/a/pm2wO
Do you have a small examle to reproduce this issue?
Kimmi
Hi,
Sorry for the late reply. Was pretty caught up with school work and exams. =/
Not sure what kind of example. But here's part of my code for the animation on FBX files.
ModelLoader
AnimatedModel
-AnimatedModel is a component for my game objects
-AnimatedModel have a AnimatedModelLoader to do all the loading of the fbx.
-AnimatedModel Update() and Render() functions are called every frame