[osg-users] Hardware skinning computeBound() calculation

Steven Powers StevenAPowers at gmail.com
Tue Jan 30 13:46:27 PST 2018


So I've concluded that there is extra scaling occurring via the skeleton that we have within our model. 

It seems that our skeleton and our geometry are on two different scales and the geometry is getting scaled up on the shader to match the skeleton's dimensions.

I think the fix is to match this geometry with a different skeleton that is of appropriate scale. In the meantime I will set the initial bound to take this extra scaling into account. 

In previous instances a skeleton that is too small/large usually would be obvious when an animation started but in this case the vertex/bone weights must have been scaled alongside and it was not an obvious error.

Thank you Julien.

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