[X3D-Ecosystem] As previously discussed. Bone handling
John Carlson
yottzumm at gmail.com
Thu Dec 26 17:26:09 PST 2024
I will soon modify my Blender importer to add a joint hierarchy of empty
objects under the armature that refers to blender bones that i currently
add for joints under the armature. I am doing this primarily as
optimization. I will quickly be able to find the bone_parent of the empty
object, plus have a place to hang segments and sites without confusion of
figuring out which segment goes with each bone. The empty objects will map
one for one with the bones. If there’s no skin field, I will seriously
consider deleting all bones. If there’s a skin field, i will seriously
consider deleting all joint empty objects. Then we will also consider
Hanim exports with and without bones to decide what to do. Obviously, we
only want one joint hierarchy on output.
This seems like a good approach to handle both skinning and site/segment
geometry.
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