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hello,when I use assimp to export fbx animation, I found it can not dispaly correctly.
I find its k time array maybe wrong, I modified the code like this, my fbx animation finaly can dislay correctly.
this is my modification:
// FBXExporter.cpp line 1066int64_tto_ktime(double ticks, const aiAnimation* anim) {
if (anim->mTicksPerSecond <= 0) {
returnstatic_cast<int64_t>(ticks) * FBX::SECOND;
}
int64_t ret = static_cast<int64_t>((ticks / anim->mTicksPerSecond) * FBX::SECOND);
return ret;
}
// line 2418/2432/2450
times.push_back(to_ktime(k.mTime, anim));
// line 2767, 1028 may means linear interpolate
n.AddChild("KeyAttrFlags", std::vector<int32_t>{1028});
now, my skeleton animation works fine, but morph animation still not work, I have writen the bs wights channel data into fbx, may be the connections not correct yet...
The text was updated successfully, but these errors were encountered:
hello,when I use assimp to export fbx animation, I found it can not dispaly correctly.
I find its k time array maybe wrong, I modified the code like this, my fbx animation finaly can dislay correctly.
this is my modification:
now, my skeleton animation works fine, but morph animation still not work, I have writen the bs wights channel data into fbx, may be the connections not correct yet...
The text was updated successfully, but these errors were encountered: