Open trethaller opened 1 year ago
The problem is correctly understood.
We're trying to know if the position in the animation is different than the position in the default skin (in that sample there's a difference for L/R Clavicle)
if( !hasTrans && def.transPos == null )
in BaseLibrary.loadAnimation)The bug occurs then when:
The correct fix would be to either:
Here is animation which displays an incorrect placement on some bones (specifically the Clavicle ones) when the animation is exported with the model itself (
Anim_walk_loop
). When the geometry is not included in the animation file (Anim_walk2_loop.FBX
), the problem disappears. We identified that this is caused by Position keys missing in the generated HMD file. When this optimization is disabled, the problem is resolved:https://github.com/HeapsIO/heaps/blob/dd0f74e7c00997c70c2a234285027c55b04c75a7/hxd/fmt/fbx/BaseLibrary.hx#L989
Sample file:
NG_anim_bug.zip