First, I read the FBX file and generated my own file.
var scenes = new Scene();
var opt = new FbxLoadOptions() { KeepBuiltinGlobalSettings = true };
scenes.Open(fbxPath, opt);
Write1S(scenes, SavePath);
I need to obtain the bindpose to generate a custom format file. How can I get the bindpose from Node or Bone?
- Entity {Aspose.ThreeD.Entities.Skeleton} Aspose.ThreeD.Entity {Aspose.ThreeD.Entities.Skeleton}
Excluded false bool
Name "" string
+ ParentNode {<<0_CharAni>> : Skeleton} Aspose.ThreeD.Node
+ ParentNodes Count = 1 System.Collections.Generic.List<Aspose.ThreeD.Node>
+ Properties {Aspose.ThreeD.PropertyCollection} Aspose.ThreeD.PropertyCollection
+ Scene {Aspose.ThreeD.Scene} Aspose.ThreeD.Scene
Size 0 double
Type Bone Aspose.ThreeD.Entities.SkeletonType
name "" string
+ properties {Aspose.ThreeD.PropertyCollection} Aspose.ThreeD.PropertyCollection
+ 非公共成员
I modified the file by opening FBX. FBX has two matrices: TransformLink and Transform.
Deformer: 12319, "SubDeformer::", "Cluster" {
Version: 100
UserData: "", ""
Indexes: *0 {
a:
}
Weights: *0 {
a:
}
Transform: *16 {
a: 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1
}
TransformLink: *16 {
a: 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1
}
If obtaining the bindpose is difficult, could you provide these two matrices to the Bone?
Thanks for your reply.