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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualw00tguy123

Posted 23 May 2012 - 08:40 PM

It's just like me to solve the problem as soon as I ask for help... It turns out that swapping the axes for the local coordiantes was the problem. What I did was work on the skeleton with the incorrect axes and then swapped them only after the world coordinates were calculated. Now the vertices attach and display correctly and no rotations are necessary for displaying the model.

Before, the bones were rotated very oddly, causing the mesh to look pretty funny and sometimes scary looking. I'm still curious why swapping the axes at the local level causes so much weirdness, but I don't mind being dumb and happy for now.

#1w00tguy123

Posted 23 May 2012 - 08:40 PM

It's just like me to solve the problem as soon as I ask for help... It turns out that swapping the axes for the local coordiantes was the problem. What I did was work on the skeleton with the incorrect axes and then swapped them when only after the world coordinates were calculated. Now the vertices attach and display correctly and no rotations are necessary for displaying the model.

Before, the bones were rotated very oddly, causing the mesh to look pretty funny and sometimes scary looking. I'm still curious why swapping the axes at the local level causes so much weirdness, but I don't mind being dumb and happy for now.

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