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
parent 678a9bf844
commit 53bb3472ea
1 changed files with 2 additions and 1 deletions

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@ -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;
} }
} }
} }