You need to add this in order for ofxFBX to work
// ofNode.h
#include "ofMatrix4x4.h"
void setTransformMatrix(const ofMatrix4x4 &m44);
// ofNode.cpp
void ofNode::setTransformMatrix(const ofMatrix4x4 &m44) {
ofVec3f position;
ofQuaternion orientation;
ofVec3f scale;
ofQuaternion so;
m44.decompose( position, orientation, scale, so );
this->position = {position.x, position.y, position.z};
this->orientation = orientation;
this->scale = scale;
onScaleChanged();
onPositionChanged();
onOrientationChanged();
createMatrix();
}
Currently supporting OSX, iOS and Windows Visual Studio. Tested with OF v0.9 - v0.97.
Features include:
- Multiple Animations with individual control
- External Bone Control with Animations
- Textures
- Cameras
- Materials
- Cached meshes and scenes for faster rendering
- Poses
- Individual mesh manipulation
- Enable and disable rendering of certain assets in the scene
Using Blender 2.63, the FBX exporter is not fully featured and there are known bugs that may be fixed in the future. Apply any transformations before exporting using ctrl + A. http://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations
When exporting, be sure to set the Forward to Y Forward and the Up to Z Up.

