[D3D][IAnimatedMesh] Incorrect joints anim
Posted: Sat Jul 05, 2008 8:19 am
I have an animated mesh of a knight that I've exported from Blender in an .x file.
The knight can walk or stand still.
The still animation always look good.
The walk animation is ok with OpenGL, but not with Direct3D9.
There is a problem with the x axis.
All the bones with their local x axis pointing towards the negative global x axis have problems. Looks to me that they rotate around their local z axis...
Obviously, this is a bug, because simply switching to OpenGL solves the problem.
Maybe there's only a little mistake in a transformation matrix of the bones.
Any other idea about what may cause this problem?
The knight can walk or stand still.
The still animation always look good.
The walk animation is ok with OpenGL, but not with Direct3D9.
There is a problem with the x axis.
All the bones with their local x axis pointing towards the negative global x axis have problems. Looks to me that they rotate around their local z axis...
Obviously, this is a bug, because simply switching to OpenGL solves the problem.
Maybe there's only a little mistake in a transformation matrix of the bones.
Any other idea about what may cause this problem?