Mrkebubun / o3d

Automatically exported from code.google.com/p/o3d
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Pb with exported skinned mesh when translating #159

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. create 1 box with top face extruded twice, add simply 1 joint, bind skin
2. export with Collada exporter => OK
3. convert with o3dConverter => OK
4. test1_avatar.html load this animated model, add 1 o3d.Transform and
translate it to (0, 0, 4)

What is the expected output? What do you see instead?
Animated model should be moved at (0, 0, 4) and correctly culled,
instead model is moved at (0, 0, 8) and culled when view frustrum
does not contain point (0, 0, 4)

What version of the product are you using? On what operating system?
system: windows
modeler: maya 2009
exporter: ColladaMaya_FREE_3.05B.exe
converter: o3dConverter.exe (2009/06/30)

What hardware are you using:  graphics card type?  motherboard type?
PC Core2Duo T7300 2GHz + nVidia8600mGT

Please provide any additional information below.

Original issue reported on code.google.com by gregory...@gmail.com on 25 Sep 2009 at 9:28

Attachments:

GoogleCodeExporter commented 9 years ago
FYI: reply from Greg Tavares

Sorry about that. This is really embarrassing. It's a bug in the converter.

I'll try to fix the converter as soon as possible.  Otherwise you can bind
the skineval's base to the transform's worldmatrix.

mySkinEval.getParam('base').bind(rootTransformOfSkinnedCharacter.getParam('world
Matrix'));

Original comment by gregory...@gmail.com on 28 Sep 2009 at 7:51