[Bf-committers] Collada joints -> Blender Bones

P. Visser p.visser at illusoft.com
Sun Sep 10 11:18:08 CEST 2006

Thanks for your insight LetterRip,

When we assume that this is the best solution, I want to introduce the next
problem when we have Collada joints with multiple childs:


The solution to this problem involves a small feature for Blender, but I
think it's a good one.

Please let me know what you all think.

Best Regards,


> -----Oorspronkelijk bericht-----
> Van: bf-committers-bounces at projects.blender.org [mailto:bf-committers-
> bounces at projects.blender.org] Namens Tom M
> Verzonden: zondag 10 september 2006 10:52
> Aan: bf-blender developers
> Onderwerp: Re: [Bf-committers] Collada joints -> Blender Bones
> > Let me know if you agree (or disagree) with this solution.
> That sounds like the current best solution available, I'd recommend
> using a special name for that extra bone that the Collada exporter can
> recognize and will represent it as a joint only on export so that
> 'round tripping' can be done seamlessly.
> LetterRIp
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