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Thread: 3DS Max Skeleton Matrices

  1. #11
    Junior Member
    Join Date
    Sep 2009
    Posts
    2

    Re: 3DS Max Skeleton Matrices

    I've just come across this problem now, and have the skeleton working for models without the PIVOT nodes.

    When you say bake, what are you doing? can you please provide an example?

    currently I have something like this
    Code :
    	for (int num = 0; num < (int) bones.size (); num++)
    	{
    		CBone	*bone = bones[num];
    		int		numBonesMatrix = (int) bone->mAnimationMatrices.size ();
     
    		bone->mFinalMatrix = *bone->mAnimationMatrices[frame];
     
    		if (bone->mParent != NULL)
    			bone->mFinalMatrix *= bone->mParent->mFinalMatrix;
    	}
     
    	for (int num = 0; num < (int) bones.size (); num++)
    	{
    		CBone		*bone = bones[num];
     
    		matrices[num] = bone->mInvMatrix * bone->mFinalMatrix;
    	}

    Where in this would I apply this extra matrix?

    Thanks

    Phil

  2. #12
    Junior Member
    Join Date
    Sep 2009
    Posts
    2

    Re: 3DS Max Skeleton Matrices

    k fixed now. Thanks for your help

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