On Tue, 2012-01-31 at 11:26 +0000, Domino Marama wrote: > Second Life doesn't use animations from Collada, so it's only suitable > for testing mesh and rig.It uses bvh (and a custom .anim format) for > animations - so it's a good test for whether Collada rigging is > consistent with bvh export of animations, but not for animations directly.
We have been using Blender's Collada export for the WebGL based GLGE engine (is open source), in realXtend's early/experimental WebNaali client (sometimes used similarily as SL). GLGE uses everything from Collada, including skeletal animations, and we have working tests of animated characters from Blender (originally authored for Ogre) to GLGE where animation playback works. So we can ensure that while you improve static geom & bvh animation use for SL, the Blender Collada export for animated meshes+skels to GLGE doesn't break. I can put a little working demo up now with the current exports and update it when changes are made in Blender. > Domino ~Toni _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
