[Bf-committers] Collada joints -> Blender Bones

P. Visser p.visser at illusoft.com
Sun Sep 10 18:34:25 CEST 2006


Hi,

It looks very promising!..


This way I think i can just copy the weights of the Collada joints to the
blender bones...

Thanks a lot.


> 
> Hi,
> 
> Brilliant! That's what we need :)
> 
> -Ton-
> 
> On 10 Sep, 2006, at 15:10, horace wrote:
> 
> > i don't think j1 has two transformations. unlike in blender in most
> > other applications (like maya) parenting gets drawn as bones. so in
> > blender you would achieve the same functionality by simply parenting
> > the second bone like on this screenshot:
> > http://img82.imageshack.us/img82/4706/bonesmt0.jpg
> >
> > or am i wrong? :)
> >
> > On 9/10/06, Ton Roosendaal <ton at blender.org> wrote:Hi,
> >>
> >> If you follow your first assumption ( problem1.gif), then J1 defines a
> >> transformation that puts J2 on a new location. J2 has its own
> >> transformation as you indicate with the arrow.
> >>
> >> I'll join irc #blendercoders now... probably easier to discuss it
> >> there
> >> :)
> >>
> >> -Ton-
> >>
> >> On 10 Sep, 2006, at 13:13, P. Visser wrote:
> >>
> >> >> In Collada.
> >> >>
> >> >> J1 in your drawing transforms J2 and J3 to different locations.
> >> >
> >> > Yes, because J1 is the parent of J2 and J3. so if you move J1, J2
> >> and
> >> > J3
> >> > move accordingly (in Collada).
> >> >
> >> > _______________________________________________
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> >> >
> >> ----------------------------------------------------------------------
> >> --
> >> --
> >> Ton Roosendaal  Blender Foundation ton at blender.org
> >> http://www.blender.org
> >>
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> ------------------------------------------------------------------------
> --
> Ton Roosendaal  Blender Foundation ton at blender.org
> http://www.blender.org
> 
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