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AquaMacker

skinning problem

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Hi~

I don't understand that what happen this problem huh.png 

[attachment=16012:?? ??.jpg]

This is very simple bend animation.
1 Mesh, 2 Bone..so simple...
the left(my app) is abnormal, the right(3dmax) is normal.

what is problem ?
TM ? bone weight ? shader ?

I compare between TM...is same...
Bone weight is all 1.0f.

shader code is...
 
iBone = In.fBones.x;
fWeight = In.fWeights.x;
m = mBoneTMs[iBone];
Out.vPos += fWeight * mul( In.vPos, m );

please help me....
I don't know what the problem...

Edited by AquaMacker

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It looks like the transformation for the second bone is applying a mirrored transformation somehow.  Perhaps this is due to a difference in conventions between your engine and 3DS Max?

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@jasonZ First, thank you answer...
But i don't understand your answer.
What does mean "mirrored TM" ?

This is no mirror. Just Simple bone...not complex like biped...so simple...

Please answer me, Once more smile.png

Edited by AquaMacker

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After posted...

 

I resetting TM...

 

TM is All same...

 

But same problem is happened again angry.png 

 

how do i do ?

Edited by AquaMacker

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Two objects difference is Vertex composition.

 

Abnormal object is composed of FullVertex model. - My Engine.

Normal object is composed of TriangleList vertex model. - This use FBX Viewer.

Is this the cause ?

 

This problem is driving me crazy.

 

Please help~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Edited by AquaMacker

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