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!
