fred.naar Posted May 2, 2020 Posted May 2, 2020 (edited) I am trying to apply a translation of 1 meter in the Y direction of one bone (it is a sliding door within a vehicle) it seems that translation is scaled by 100 (node is not scaled), vec3 deltaVector = vec3(0f,1f,0f) ; MathLib.Mul(out boneTransform, boneTransform, MathLib.Translate(deltaVector)); // translates 100 meters MathLib.Mul(out boneTransform, boneTransform, MathLib.Translate(deltaVector*0.01f)); // translates 1 meter mesh.SetBoneChildrenTransform(BoneNumber, boneTransform); Also I think the x and z axes are inversed... please check also this (maybe due to my bone rotation ?). thanks Fred Edited May 6, 2020 by fred.naar
silent Posted May 3, 2020 Posted May 3, 2020 Hi Fred, Could you please provide a small test sample that we can check on our side? Contents of data folder should be enough for that case. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
fred.naar Posted May 6, 2020 Author Posted May 6, 2020 Took me a while to diagnose... Not a bug on your side... but on Unreal FBX export ... all bones are scaled 100% so this is what caused the issue it works perfectly once bones are correctly scaled... thanks Fred
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