the model import into unity 4.6 is ok:
but import into unity 5.0 ,the bone pivot is wrong:
the model is generated with fbx sdk, the code setting pivot is as follows:
lSkeletonLimbNode1->SetRotationPivot(FbxNode::eSourcePivot,vec4);
lSkeletonLimbNode1->SetScalingPivot(FbxNode::eSourcePivot,vec4);
lSkeletonLimbNode1->SetRotationOffset(FbxNode::eSourcePivot,FbxVector4(0, 0, 0));
lSkeletonLimbNode1->SetScalingOffset(FbxNode::eSourcePivot,FbxVector4(0, 0, 0));
lSkeletonLimbNode1->SetPostRotation(FbxNode::eSourcePivot,FbxVector4(0, 0, 0));
lSkeletonLimbNode1->SetPreRotation(FbxNode::eSourcePivot,FbxVector4(0, 0, 0));
I know unity 4.6 and unity 5 use different edition of fbx sdk, Is unity 5 setting the bone pivot as vector4(0,0,0,0) for defualt value? May i use “GetRootNode()->ConvertPivotAnimationRecursive(NULL, FbxNode::eDestinationPivot, 30.0);” to convert pivot when export fbx file?(but which i still get wrong result after importing into unity 5). How can solve this problem? Waiting for your help,thank you[73166-assassin.zip|73166]
