But what if I go and create all skinvertices and skincontrollers and
bones. Give them a bindMatrices, weights and bindedVertices dose it
still need to be collada object? As far that I can see from
soucrecodes there dosen't seem to be anything what prevents me to do
that. Except that skinning part isn't yet documented. I assume that
bindMatrix is same as restMartix right? Matrix what tells bone's
inital transform relative to skinned mesh.

On May 28, 12:43 am, Fabrice3D <[email protected]> wrote:
> We hope to soon allow skeletons, skinning and ik generation by code.
> For now, it must be nested into a collada file.
>
> Fabrice
>
> On May 27, 2009, at 11:22 PM, xcx wrote:
>
>
>
> > no. With skinning I ment binding vertices to bones.
>
> > On 27 touko, 23:51, Jensa <[email protected]> wrote:
> >> Noticed that there were no replies to this thread. I'm not sure,  
> >> but I
> >> think that by "skinning" you mean texturing? The process of deciding
> >> what part of a bitmap gets displayed where on a model?
>
> >> J
>
> >> On May 26, 8:36 am, xcx <[email protected]> wrote:
>
> >>> I am trying to find any tutorials or documentation about skinning
> >>> object manually. I don't want to use Collada becouse I use my own
> >>> formats what I can extend when I need ( like animation events ).
>
> >>> I already made own formats for geometry, scene and keyframed  
> >>> animation
> >>> and setup data for Away3D manually, but skinning seems to be lot  
> >>> more
> >>> complex than geometry or scenes.
>
> >>> Any examples or tutorials about creating simple skinned mesh would
> >>> great!

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