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.

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #29714

    fingerfood
    Member

    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.

    T

Viewing 1 post (of 1 total)
You must be logged in to reply to this topic.