Update FbxSkinningAccess.cpp
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@ -76,6 +76,13 @@ FbxSkinningAccess::FbxSkinningAccess(const FbxMesh* pMesh, FbxScene* pScene, Fbx
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}
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for (int i = 0; i < controlPointCount; i++) {
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vertexJointWeights[i] = vertexJointWeights[i].Normalized();
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float flen = fabs(vertexJointWeights[i].x) + fabs(vertexJointWeights[i].y) +
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fabs(vertexJointWeights[i].z) + fabs(vertexJointWeights[i].w);
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float scale = 1.0 / flen;
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vertexJointWeights[i].x = vertexJointWeights[i].x * scale;
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vertexJointWeights[i].y = vertexJointWeights[i].y * scale;
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vertexJointWeights[i].z = vertexJointWeights[i].z * scale;
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vertexJointWeights[i].w = vertexJointWeights[i].w * scale;
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}
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}
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}
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