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!
