[X3D-Ecosystem] Rotate bone around what? Found pivot in Blender API
John Carlson
yottzumm at gmail.com
Thu Jan 16 21:47:21 PST 2025
*class *bpy.types.PivotConstraint(*Constraint*)
Rotate around a different point
head_tail
Target along length of bone: Head is 0, Tail is 1
TYPE:
float in [0, 1], default 0.0
So in Blender, one can rotate the bone along any point in its length, from
0 to 1.
AFAIK, I am setting the joint center to the bone head. I don’t understand
what I’m doing wrong, but the next step is to look at how skin
weights/vertex groups work in Blender. AFAIK, the skin is okay, and the
rig is okay. So now we need to narrow down the search to how vertex groups
are set up in Blender as opposed to skin coord info is set up in X3D. I
think we can set bone center to rest, except perhaps discussion about
humanoid root. Bone head is joint center, unless you like weird,
non-default setups. Should these be handled?
I believe there are other options for non-bone objects. Thanks to Joe for
helping me sort through miscreant iOS web search.
If anyone is setting head_tail to something other than 0 in Blender, grr.
John
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