.ms3d skeletal problems

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-1 comments, last by polyfrag 10 years, 3 months ago

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.

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