Adding comment about bug as a reminder to fix.

This commit is contained in:
Andrew Meadows 2014-02-19 08:59:17 -08:00
parent 4010f3ab3f
commit 85e05539ad

View file

@ -1405,6 +1405,11 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
cluster.jointIndex = 0;
}
extracted.mesh.clusters.append(cluster);
// BUG: joints that fall into this context do not get their bindTransform and
// inverseBindRotation data members properly set. This causes bad boneRadius
// and boneLength calculations for collision proxies. Affected joints are usually:
// hair, teeth, tongue. I tried to figure out how to fix this but was going
// crosseyed trying to understand FBX so I gave up for the time being -- Andrew.
}
// whether we're skinned depends on how many clusters are attached