Dear all, as Stefano already told you I'm writing a collada 1.4.1 importing plug-in. I'm now focusing on importing animations. For that I need to figure out how armature, and motion channels are defined in Blender.
I'm using this documentation as reference: http://www.blender.org/development/release-logs/blender-240/how-armatures-work/ Please let me know in case you are aware of others documentation resources. I believe I understood how armature works, but, I still have some problems so I want to double check with you: 1)in POSE SPACE is the global position matrix of a bone given by: "node global position matrix"="global position of the parent" * armature_bone_matrix * bone_action where: - armature_bone_matrix is the matrix that describes the local bone coordinates system with respect to its parent when the bone is in rest pose? - bone_action is the matrix whose rotational portion can be accessed in python in this way "pose.bones[].pbone.quat"? 2)In the ARMATURE SPACE (edit mode). - global bone matrices can be accessed in python in this way "Armature.bones[].matrix["ARMATURESPACE"]" - referring to the above formula bone_action matrices are Identities therefore armature_bone_matrix can be computed in this way: armature_bone_matrix="global position of the parent"^-1 * "node global position matrix" 3)In POSE SPACE: - Given the global position matrix of a bone G and of its parent P, can you confirm the bone action matrix is given by: bone_action = armature_bone_matrix^-1*(P^-1*G) Thanks for your help, Best regards, Emiliano _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers