So the 2.61 COLLADA support isn't just bad, it's a regression from 2.59? What changed?
Personally, I would be happy with reliable import of skeletons and rigged/skinned models. My use case is to be able to move characters that were modeled/rigged/animated in 3DS Max into Blender, and not look back. On 1/14/2012 3:28 PM, Juha Mäki-Kanto wrote: > Hi, > > Did some digging into this -> armature animation vs > collada<http://www.pasteall.org/28205/text> > >> From testing and looking at the code Blender imports and uses animation > curves directly which isn't good. It'll only match the original in special > circumstances like if the rotation difference between bone's restpose vs > parent's restpose is identity and you're only animating rotations. For > Second Life there is actually a trick to set all restbones to be positive > Y-axis (identity matrix) which apparently then loads correctly there. > > It seems that 2.59 did export/import for armatures correctly > (#29082<http://projects.blender.org/tracker/?group_id=9&atid=498&func=detail&aid=29082>); > tested it and the eulers in the file were interpreted to be quaternions > (and the animation works) so the previous system was somewhat aware of this > caveat. > > The gist to me is that collada's transformations may not match a program's > internal representation and reinterpreting usually goes via collada data to > full matrix, possibly fix the matrix and then decomposite to curves. It's a > lossy conversion, key's should match but interpolation won't -> you need to > bake/key every frame when importing the curves. > > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
