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lucky6969b

Does anyone know why the mesh does not deform at all?

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You see that I am stuffing up the rotation of each bone to identity.
But the mesh still doesn't change
 

SceneRoott: 6.83 animPos:6.83   rot:0 0 0
Operatort: 6.83 animPos:6.83   rot:0 0 0
Bip001t: 6.83 animPos:6.83   rot:0 0 0
Bip001_Pelvist: 6.83 animPos:6.83   rot:0 0 0
Bip001_Spinet: 6.83 animPos:6.83   rot:0 0 0
Bip001_Spine1t: 6.83 animPos:6.83   rot:0 0 0
Bip001_Spine2t: 6.83 animPos:6.83   rot:0 0 0
Bip001_Spine3t: 6.83 animPos:6.83   rot:0 0 0
Bip001_Neckt: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Claviclet: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_UpperArmt: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Forearmt: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Handt: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Finger0t: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Claviclet: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_UpperArmt: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Forearmt: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Handt: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Finger0t: 6.83 animPos:6.83   rot:0 0 0
Bip001_Headt: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Thight: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Calft: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Foott: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Toe0t: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Toe01t: 6.83 animPos:6.83   rot:0 0 0
Bip001_L_Toe02t: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Thight: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Calft: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Foott: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Toe0t: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Toe01t: 6.83 animPos:6.83   rot:0 0 0
Bip001_R_Toe02t: 6.83 animPos:6.83   rot:0 0 0
Body01t: 6.83 animPos:6.83   rot:0 0 0
SceneRoott: 6.853 animPos:6.853   rot:0 0 0
Operatort: 6.853 animPos:6.853   rot:0 0 0
Bip001t: 6.853 animPos:6.853   rot:0 0 0
Bip001_Pelvist: 6.853 animPos:6.853   rot:0 0 0
Bip001_Spinet: 6.853 animPos:6.853   rot:0 0 0
Bip001_Spine1t: 6.853 animPos:6.853   rot:0 0 0
Bip001_Spine2t: 6.853 animPos:6.853   rot:0 0 0
Bip001_Spine3t: 6.853 animPos:6.853   rot:0 0 0
Bip001_Neckt: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Claviclet: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_UpperArmt: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Forearmt: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Handt: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Finger0t: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Claviclet: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_UpperArmt: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Forearmt: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Handt: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Finger0t: 6.853 animPos:6.853   rot:0 0 0
Bip001_Headt: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Thight: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Calft: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Foott: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Toe0t: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Toe01t: 6.853 animPos:6.853   rot:0 0 0
Bip001_L_Toe02t: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Thight: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Calft: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Foott: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Toe0t: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Toe01t: 6.853 animPos:6.853   rot:0 0 0
Bip001_R_Toe02t: 6.853 animPos:6.853   rot:0 0 0
Body01t: 6.853 animPos:6.853   rot:0 0 0
SceneRoott: 6.876 animPos:6.876   rot:0 0 0
Operatort: 6.876 animPos:6.876   rot:0 0 0
Bip001t: 6.876 animPos:6.876   rot:0 0 0
Bip001_Pelvist: 6.876 animPos:6.876   rot:0 0 0
Bip001_Spinet: 6.876 animPos:6.876   rot:0 0 0
Bip001_Spine1t: 6.876 animPos:6.876   rot:0 0 0
Bip001_Spine2t: 6.876 animPos:6.876   rot:0 0 0
Bip001_Spine3t: 6.876 animPos:6.876   rot:0 0 0
Bip001_Neckt: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Claviclet: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_UpperArmt: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Forearmt: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Handt: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Finger0t: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Claviclet: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_UpperArmt: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Forearmt: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Handt: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Finger0t: 6.876 animPos:6.876   rot:0 0 0
Bip001_Headt: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Thight: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Calft: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Foott: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Toe0t: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Toe01t: 6.876 animPos:6.876   rot:0 0 0
Bip001_L_Toe02t: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Thight: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Calft: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Foott: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Toe0t: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Toe01t: 6.876 animPos:6.876   rot:0 0 0
Bip001_R_Toe02t: 6.876 animPos:6.876   rot:0 0 0

I've enabled the track, and advance the controller time on each frame.
Also, I am sure I am referring to the same instance of the animation controller.
To what I believe, as I am updating the animation controller, the transformation matrices
get updates, then I will collapse the whole hierarchy with the world matrix

I have a WALK prebaked animation beforehand, it works without problems.
But this is done thru
D3DXCreateKeyframedAnimationSet
And it is still not working.
Why is that?
Thanks
Jack
 

Edited by lucky6969b

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