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About updatePoseMatrix ()


Dad72
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Hello,

I ask myself this question: sometimes our animate models are totally distorted and with the use of updatePoseMatrix () this solves the problem.

My question is why some model updatePoseMatrix()  it is not needed and others need it.

What exactly is this function? What is she doing ? why some model do not need it? Is this a defect in our animations?

Thank you for the clarification. It happens in users of my software asks me the question and I do not really know what to answer. So I'm asking the question here to be less stupid.

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So is it possible to create a condition that verifies the pose of the matrix to that of the matrix of the current mesh.

I've seen his functions : (but I'm not sure what to use.)

if(mesh.getPoseMatrix() !== mesh.getWorldMatrix()) {
    mesh.updatePoseMatrix(BABYLON.Matrix.Identity());
}

//OR

if(mesh.getPoseMatrix() !== BABYLON.Matrix.Identity()) {
    mesh.updatePoseMatrix(BABYLON.Matrix.Identity());
}

// OR

if(mesh.getPoseMatrix() !== mesh.computeWorldMatrix()) {
    mesh.updatePoseMatrix(BABYLON.Matrix.Identity());
}
 
 
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I have to create the function like that, I add all the sums and at the end they must be equal or different.

Maybe we can do it differently, but like that, it works.

I put my function here in case it interests someone.

isPoseMatrixEqual(mesh)
{
		let poseMatrix = 0;
		let computeMatrix = 0;		
		for(let i = 0; i < mesh.getPoseMatrix().m.length; i++) {
			poseMatrix += Math.abs(mesh.getPoseMatrix().m[i]);			
		}		
		for(let i = 0; i <  mesh.computeWorldMatrix().m.length; i++) {			
			computeMatrix += Math.abs(mesh.computeWorldMatrix().m[i]);			
		}		
		if(poseMatrix === computeMatrix) return true;
		else return false;		
}

 

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