Comments (3)
I actually stopped that assertion by flipping the division, although the mesh breaks as soon as you begin an animation.
bone->setScale(scale / parent->_getDerivedScale());
from ogre_gltf.
Try removing the scale. As you see in line 38 it is doing a decomposition of the bind matrix into rotation, translation and scale. What are the contents of that matrix.?
from ogre_gltf.
I believe the matrix is the global transform of the bone, and Ogre expects the position, rotation and scale of a bone to be local.
I have tried to simply not apply the scale to a bone, and this loads the mesh fine, however animations turn the mesh into spaghetti.
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Related Issues (17)
- Test program doesn't stop cleanly
- Refactor glTFLoaderInterface
- Review the Texture Loader code HOT 2
- D3D11 Normal map problem
- Removes deprecated APIs to release 0.2
- Adapt texture loading code to Ogre 2.2 HOT 1
- Support sparse accessor loading
- Why do some class names begin in lower case? HOT 4
- Validate against Ogre 2.1 release Baldur! HOT 1
- Fix CI to pull the SDK from the Ogre website
- Mesh boundaries (AABB) aren't set properly HOT 1
- ogre v2.2.4 version planned? HOT 5
- Add custom exception types
- glTF 2.0 or 1.0 HOT 2
- CMAKE issue. HOT 2
- Skeleton root bone child issue. HOT 11
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