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sorry I'm a bit late ! Yes the errors did always happened on the same frames for the exact same model parts across each test iterations, but I've managed to solve the issue. So basically, I took a glance at the number of position, rotation and scaling keys, and I had noticed that some keys were missing. For instance, the idle animation must have 48 keys, ...


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I think I've found something, the idle animation got some really really slight offsets of movements, I've printed the matrices being used on frame 1 and for all the parts not appearing on screen the matrices got the following pattern: (0 0 0 a) (0 0 0 b) (0 0 0 c) (0 0 0 1) Those are glm matrices (column major). Maybe due to the really slight difference ...


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I import a 20MB fbx file to update some animation of a man model, then I export it as fbx but I got a 1GB huge file. The cause is the name of the imported fbx. It got non-English words in it so the 3ds Max were working incorrectly with incompatible words. So if you are living or working in a place where English is not the native language, you should check ...


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