This almost sounded like a challenge :). Can't refuse those :).

On May 28, 2:11 pm, Fabrice3D <[email protected]> wrote:
> > But what if I go and create all skinvertices and skincontrollers and
> > bones. As far that I can see from
> > soucrecodes there dosen't seem to be anything what prevents me to do
> > that.
>
> indeed! if you can manage do it yourself, no one's stoping you!
> Even better: we expect  you to share with us some code once done :))
>
> We are a small team, and we can only take one problem at a time.
>
> > Except that skinning part isn't yet documented.
>
> That's because its under development.
>
> feel free take the problem as you want,
> personnaly I would do like if collada never existed...
> I would take all I need from existing classes and build from scratch.
>
> Fabrice
>
> On May 28, 2009, at 12:39 PM, xcx wrote:
>
>
>
> > 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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