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.ms3d skeletal problems

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Here's how the mesh looks like in MilkShape:

 

aam000.jpg

 

Here's how the keyframe looks like:

 

aam001.jpg

 

Here's how it looks in my game:

 

aam002.jpg

 

Does anybody know why the hand vertices aren't getting transformed by the rotation matrices?

 

Relevant source code:

 

https://github.com/polyf/battlecomp/blob/master/common/draw/ms3d.cpp

https://github.com/polyf/battlecomp/blob/master/common/draw/ms3d.h

https://github.com/polyf/battlecomp/blob/master/common/math/matrix.cpp

https://github.com/polyf/battlecomp/blob/master/common/math/matrix.h

https://github.com/polyf/battlecomp/blob/master/common/math/vec3f.cpp

https://github.com/polyf/battlecomp/blob/master/common/math/vec3f.h

 

[edit]

 

I figured it out. Since the hand bones didn't have any keyframes, I was setting the absolute mesh matrix instead of using the parent matrix multiplied by the relative hand matrix.

Edited by polyfrag

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