[Bf-python] Python -- Orientatoin problems.

Michael Reimpell M.Reimpell at tu-bs.de
Tue Jun 7 09:00:00 CEST 2005


> with most models i make the origin for the bones is off....
You can calculate the origin using the worldspace object matrices of the mesh 
(M) and armature (A). In the "left-multiplication" convention, the initial 
armature transformation relative to the mesh object's coordinate system is 
then A*M^(-1) as, of course, A*M^(-1)*M = A. See the Ogre3D export script for 
a working example.

This was also discussed on the forum:
http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=6032&highlight=

Regards,
Michael



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