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Can not rescale skeleton/bones when it has animation in it
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  • Total Posts: 3
  • Joined: 09 February 2010 05:02 PM

Hi,

I am trying to import an fbx into the SDK and scale individual bones of the model while the model is moving. same thing as using the scale tool in MotionBuilder.

However, even though it works when there is no motion on the model, when there is any motion there is no scaling effect on any of the bones. only global scaling changes the scale.

Any help would be greatly appreciated..

this is how i am scaling it -

pnode root->GetChild(1)->GetChild(0)->GetChild(1);
ppnode->GetChildCount();
printf("\n children of this node - ");
std::cout<< p<< std::endl;

//Get current Scale
KFbxVector4 v4;
(
KFbxNode*)pnode)->GetDefaultS(v4);
 
const 
charpStr "root";
 
//get bone name
KString s pnode->GetName();

if(
pStr == s)
printf("\n found the root (hips)");
 

// print current scale
printf("\n current scaling (X,Y,Z): ");

std::cout << v4.GetAt(0) << ", " << v4.GetAt(1) << ", " << v4.GetAt(2);


//rescale the sclaing 
KFbxVector4 m(1.71.51);
v4 v4*m;

//Set new scale
((KFbxNode*)pnode)->SetDefaultS(v4);


Replies: 1
/userdata/avatar/vx3501hqr_small.jpg

Hi, Aberrated, if the node has scale animation, then you also need to scale each keys on the scale animation curves.

Author: Jiayang Xu

Replied: 08 October 2010 03:24 PM