Home › Forums › PowerVR Insider Graphics › Trouble with bind pose in Maya 2008
This topic contains 0 replies, has 1 voice, and was last updated by fingerfood 8 years, 10 months ago.
This one is along the same lines as the previous post with exporting skinned models, however I am noticing a more specific problem….
Basically, it looks to me like something is wrong with my Frame 0 pose coming out of Maya. I have created a simple 3 joint test rig with a cylinder bound to it.
Then, I animate the middle joint to make the cylinder wiggle a bit.
The strange thing, is that I find that when the data hits the runtime, frame 0 actually has identity matrices for my joints. I would have expected Frame 0 to have the bind pose matrices.
Am I missing something obvious?
Thanks in advance.