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Skinned character with linked geometry render problem
http://www.horde3d.org/forums/viewtopic.php?f=2&t=274
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Author:  curds01 [ 09.04.2008, 23:05 ]
Post subject:  Skinned character with linked geometry render problem

Total noob here....so please be patient....

I've created a skinned character. The character also has a couple of non-deforming props that have simply been placed as children of joints. I find that unless I use the skinning shader on those props, I encounter all sorts of rendering issues.

The first that becomes apparent is if I place a single instance of the model in a scene, the transformation on the root of the character's sub-tree correctly updates (i.e. the character translates and rotates as expected.) However, the mesh doesn't actually update -- it stays in a fixed pose. However, when the camera moves close to the node (near the feet), suddenly, the mesh deformation starts behaving itself. As soon as the camera moves away again, the mesh stays frozen in its last configuration.

But, like I said, if I use the skinning shader on those meshes in the model that aren't actually skinned, the output looks correct. Any thoughts on this one?

If this problem is unsolvable as is, I'm willing to wrap up model and shaders for another pair of eyes to look at.

Thanks,

Sean

Author:  marciano [ 10.04.2008, 10:35 ]
Post subject:  Re: Skinned character with linked geometry render problem

This looks like a problem that was reported before but I couldn't reproduce it so far.

I just tried to use a different material for the sword in the knight sample which uses the standard shader. Everything works as expected in 0.15. Do you have more information on how I could reproduce the problem?

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