Is aiMeshMorphAnim::mName useless? How can I found the mesh to be animated then? #4144
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Here's what the doc says about aiMeshMorphAnim::mName: But I get something like "Cube*0". The "Cube" appears to be the name of the FBX Model. I named the base mesh "cube_mesh" in blender, as a result the loaded aiMesh is with the name "cube_mesh"! The target meshes were also given meaningful names. So "Cube*0" is NOT a name of any of the meshes!!! "0" seems to be the index of the FBX Geometry in a FBX Model. The thing is, the loaded aiScene does NOT contain any information of the FBX Model, as far as I can find! There's no way for me to find the mesh with "Cube*0". // FBXConverter.cpp
aiMesh gets the name of the FBX Geometry if it's not empty, while aiMeshMorphAnim gets the name of the FBX Model, with the index of the geometry appended. This is broken. // FBXConverter::SetupEmptyMesh
I've raised an issue: #4149 I should probably have seen this earlier.
So if mAnimMeshes isn't officially working with FBX, there's little wonder aiMeshMorphAnim::mName is broken. |
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Thanks for your update! |
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Thanks for your update!