Anim transition & joint positioning break skeletal models
Posted: Mon Jan 28, 2013 1:36 pm
As reported here and previously discussed here:
When either enabling animation blending or setting the bone position / rotation of an animated skeletal mesh, animations no longer work and the mesh gets crushed while its normals are inverted. The precise functions that cause this problem are animated_meshnode->setTransitionTime(x), bone_scene_node->setPosition(x), bone_scene_node->setRotation(x).
This has been noticed in the project MineTest. I can confirm it happens when compiling it with Irrlicht 1.8, but another user reports it also takes place in 1.7. I can confirm it happens with the x model format, while the other person confirmed b3d does it too. Currently we have to disable animation blending and scripted rotation / position overrides for joints until this problem is fixed.
Video of the mesh working correctly: http://www.youtube.com/watch?v=edzDAH6-WQU
Video of the mesh when breaking: http://www.youtube.com/watch?v=dTk8ktb466g
When either enabling animation blending or setting the bone position / rotation of an animated skeletal mesh, animations no longer work and the mesh gets crushed while its normals are inverted. The precise functions that cause this problem are animated_meshnode->setTransitionTime(x), bone_scene_node->setPosition(x), bone_scene_node->setRotation(x).
This has been noticed in the project MineTest. I can confirm it happens when compiling it with Irrlicht 1.8, but another user reports it also takes place in 1.7. I can confirm it happens with the x model format, while the other person confirmed b3d does it too. Currently we have to disable animation blending and scripted rotation / position overrides for joints until this problem is fixed.
Video of the mesh working correctly: http://www.youtube.com/watch?v=edzDAH6-WQU
Video of the mesh when breaking: http://www.youtube.com/watch?v=dTk8ktb466g