diff --git a/interface/src/renderer/FBXReader.cpp b/interface/src/renderer/FBXReader.cpp index 35512d88da..8b881940ca 100644 --- a/interface/src/renderer/FBXReader.cpp +++ b/interface/src/renderer/FBXReader.cpp @@ -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