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Peter
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Hi I'm trying to work load fbx files to my OpenGL Renderer using ASSIMP.

However, weird nodes that are not in the original fbx file are added whenever I load the file with the ASSIMP importer.

For example, this is part of the node hierarchy printed while loading the nodes in a DFS matter.

mixamorig:LeftForeArm_$AssimpFbx$_Translation ㄴmixamorig:LeftForeArm_$AssimpFbx$_PreRotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Rotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Scaling ㄴmixamorig:LeftForeArm 

However, inaccording to the original file, there should only be mixamorig:LeftForeArm.

This fbx file might be weird since usually in the case of other fbx files, I can get the node's translation, rotation, scaling keyframes directly from aiNodeAnim using the node's name. I never saw a case where the keyframe itself become a node.

Is there a way to resolve this issue?

Hi I'm trying to work load fbx files to my OpenGL Renderer using ASSIMP.

However, weird nodes that are not in the original fbx file are added whenever load the file with the ASSIMP importer.

For example, this is part of the node hierarchy printed while loading the nodes in a DFS matter.

mixamorig:LeftForeArm_$AssimpFbx$_Translation ㄴmixamorig:LeftForeArm_$AssimpFbx$_PreRotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Rotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Scaling ㄴmixamorig:LeftForeArm 

However, in the original file, there should only be mixamorig:LeftForeArm.

This fbx file might be weird since usually in the case of other fbx files, I can get the node's translation, rotation, scaling keyframes directly from aiNodeAnim using the node's name. I never saw a case where the keyframe itself become a node.

Is there a way to resolve this issue?

Hi I'm trying to work load fbx files to my OpenGL Renderer using ASSIMP.

However, weird nodes that are not in the original fbx file are added whenever I load the file with the ASSIMP importer.

For example, this is part of the node hierarchy printed while loading the nodes in a DFS matter.

mixamorig:LeftForeArm_$AssimpFbx$_Translation ㄴmixamorig:LeftForeArm_$AssimpFbx$_PreRotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Rotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Scaling ㄴmixamorig:LeftForeArm 

However, according to the original file, there should only be mixamorig:LeftForeArm.

This fbx file might be weird since usually in the case of other fbx files, I can get the node's translation, rotation, scaling keyframes directly from aiNodeAnim using the node's name. I never saw a case where the keyframe itself become a node.

Is there a way to resolve this issue?

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Peter
  • 153
  • 1
  • 8

Hi I'm trying to work load fbx files to my OpenGL Renderer using ASSIMP.

However, weird nodes that are not in the original fbx file are added whenever load the file with the ASSIMP importer.

For example, this is part of the node hierarchy printed while loading the nodes in a DFS matter.

mixamorig:LeftForeArm_$AssimpFbx$_Translation ㄴmixamorig:LeftForeArm_$AssimpFbx$_PreRotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Rotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Scaling ㄴmixamorig:LeftForeArm 

mixamorig:LeftForeArm_$AssimpFbx$Translation ㄴmixamorig:LeftForeArm$AssimpFbx$PreRotation ㄴmixamorig:LeftForeArm$AssimpFbx$Rotation ㄴmixamorig:LeftForeArm$AssimpFbx$_Scaling ㄴmixamorig:LeftForeArm HoweverHowever, in the original file, there should only be mixamorig:LeftForeArmmixamorig:LeftForeArm.

This fbx file might be weird since usually in the case of other fbx files, I can get the node's translation, rotation, scaling keyframes directly from aiNodeAnim using the node's name. I never saw a case where the keyframe itself become a node.

Is there a way to resolve this issue?

Hi I'm trying to work load fbx files to my OpenGL Renderer using ASSIMP.

However, weird nodes that are not in the original fbx file are added whenever load the file with the ASSIMP importer.

For example, this is part of the node hierarchy printed while loading the nodes in a DFS matter.

mixamorig:LeftForeArm_$AssimpFbx$Translation ㄴmixamorig:LeftForeArm$AssimpFbx$PreRotation ㄴmixamorig:LeftForeArm$AssimpFbx$Rotation ㄴmixamorig:LeftForeArm$AssimpFbx$_Scaling ㄴmixamorig:LeftForeArm However, in the original file, there should only be mixamorig:LeftForeArm.

This fbx file might be weird since usually in the case of other fbx files, I can get the node's translation, rotation, scaling keyframes directly from aiNodeAnim using the node's name. I never saw a case where the keyframe itself become a node.

Is there a way to resolve this issue?

Hi I'm trying to work load fbx files to my OpenGL Renderer using ASSIMP.

However, weird nodes that are not in the original fbx file are added whenever load the file with the ASSIMP importer.

For example, this is part of the node hierarchy printed while loading the nodes in a DFS matter.

mixamorig:LeftForeArm_$AssimpFbx$_Translation ㄴmixamorig:LeftForeArm_$AssimpFbx$_PreRotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Rotation ㄴmixamorig:LeftForeArm_$AssimpFbx$_Scaling ㄴmixamorig:LeftForeArm 

However, in the original file, there should only be mixamorig:LeftForeArm.

This fbx file might be weird since usually in the case of other fbx files, I can get the node's translation, rotation, scaling keyframes directly from aiNodeAnim using the node's name. I never saw a case where the keyframe itself become a node.

Is there a way to resolve this issue?

Source Link
Peter
  • 153
  • 1
  • 8

ASSIMP skeletal animation with some FBX files has issues - weird node added

Hi I'm trying to work load fbx files to my OpenGL Renderer using ASSIMP.

However, weird nodes that are not in the original fbx file are added whenever load the file with the ASSIMP importer.

For example, this is part of the node hierarchy printed while loading the nodes in a DFS matter.

mixamorig:LeftForeArm_$AssimpFbx$Translation ㄴmixamorig:LeftForeArm$AssimpFbx$PreRotation ㄴmixamorig:LeftForeArm$AssimpFbx$Rotation ㄴmixamorig:LeftForeArm$AssimpFbx$_Scaling ㄴmixamorig:LeftForeArm However, in the original file, there should only be mixamorig:LeftForeArm.

This fbx file might be weird since usually in the case of other fbx files, I can get the node's translation, rotation, scaling keyframes directly from aiNodeAnim using the node's name. I never saw a case where the keyframe itself become a node.

Is there a way to resolve this issue?