[solved]strange rotation information

frannie

18-10-2007 09:45:55

Hi,

We tried to export a skeleton animation, and found that the bip01 rotation information is strange...

We do nothing on bip01, just give it key on start and end,
but the exported data looks like this:
<track bone="Bip01">
<keyframes>
<keyframe time="0">
<translate x="1.54523e-009" y="-0.130203" z="1.90687e-007" />
<rotate angle="6.27068">
<axis x="0" y="-1" z="-0" />
</rotate>
</keyframe>
<keyframe time="0.166667">
<translate x="1.85082e-009" y="-0.130203" z="2.11093e-007" />
<rotate angle="6.26934">
<axis x="0" y="-1" z="-0" />
</rotate>
</keyframe>
</keyframes>
</track>

the correct data should be same angle...
and the other bips do the correct exported...just bip01 has this error...

Could it be solved :?:

Thanks

Lioric

18-10-2007 15:59:59

Usually there are some floating point precision range differences (due to the nature of the floating point numbers), those values are provided directly by max

Is that small difference an issue in your application?

In case you need, if you could provide the scene, i can take a look at it

frannie

19-10-2007 07:09:33

Thanks for your reply.

:oops:

We found that the error occurs because of our art production.
The mesh should not be set a key, but our artist do this...
So it cause oFusion to export the strange data.

We delete the key on mesh, and export again, the skeleton animation data is correct now. ^^