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crjc avatar crjc commented on June 12, 2024

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()); 

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xissburg avatar xissburg commented on June 12, 2024

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.?

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crjc avatar crjc commented on June 12, 2024

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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