Hi Guys,
I've been working on a new Vulcan based engine, and doing skinned animation support for the first time.
I've got everything setup and seemingly working so that I can do a basic import of an FBX model I downloaded from SketchFab, and play its idle animation seemingly correctly, which was very exciting to see.
However, I'm guessing I'm missing some rule of model import processing, whereas my 'default pose' for the model comes in oriented so that the character is standing with Y-Axis up, but as soon as I launch him into his idle animation he switches to Z-Axis up.
I've seen some mention of applying the inverse bind pose matrix to the joint itself on import, and thought that might be part of my issue, but otherwise can't think of what would be causing this?
Thanks!
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