I'm dealing with a strange skinned animation which is making the character jumping, however the root joints has a big translation during the play and return to the original position on replay and go on with the big translation while loop playing.
So, To prevent this kind of problem, I think what I should to is to kill the in-frame translation and pass it to scene node's translation.
Is there any good idea? Thanks.
Problem about passing joint's translation to node
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- Joined: Mon Dec 07, 2009 7:48 am