[Bf-committers] Collada joints -> Blender Bones

Ton Roosendaal ton at blender.org
Sun Sep 10 13:03:09 CEST 2006


Hi,

> When we assume that this is the best solution, I want to introduce the  
> next
> problem when we have Collada joints with multiple childs:
>
> http://colladablender.illusoft.com/screens/problem2.gif

Hoho! That's very weird, how can one joint J1 in Collada result in two  
different transforms?
You will have to add 2 joints on the location "J1" to represent this  
case.

-Ton-


>
> 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,
>
> Pieter
>
>> -----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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>
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>
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Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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