Fix skinning weight normalization. Previous code would call Normalized() on a Vec4f containing the weights. This normalizes the vector, i.e. makes the length of the vector equal to 1.0. For skinning weights what we want is the sum of the weights to be 1.0, which is a different. This commit fixes that.

This commit is contained in:
hhalen 2019-04-08 18:48:16 -07:00 committed by Pär Winzell
parent 9c76e5ade1
commit 13f463d336
1 changed files with 2 additions and 1 deletions

View File

@ -75,7 +75,8 @@ FbxSkinningAccess::FbxSkinningAccess(const FbxMesh* pMesh, FbxScene* pScene, Fbx
} }
} }
for (int i = 0; i < controlPointCount; i++) { for (int i = 0; i < controlPointCount; i++) {
vertexJointWeights[i] = vertexJointWeights[i].Normalized(); const float weightSumRcp = 1.0 / (vertexJointWeights[i][0] + vertexJointWeights[i][1] + vertexJointWeights[i][2] + vertexJointWeights[i][3]);
vertexJointWeights[i] *= weightSumRcp;
} }
} }
} }