MitchVL
07-03-2009, 02:51 PM
Hi,
I'm working on a custom export format for exporting bipeds and bones, with their animations, for use in my own engine.
So far so good, i can export and import and run animations on my own engine etc, almost there.
The only thing i'm having problems with is orientations, pivots to be exactly.
I don't use the standard keyframes to retrieve the animations, i do it like this:
for ttime=animationrange.start to animationrange.end do
(
at time ttime
(
bonenode.transform
-- transform to local and delta, and write to file
)
)
That way, i have more control over the keys, i don't have to use curves in my own engine, etc.
I filter the keys afterwards so i don"t have 1000 keys for 1000 frames per bone.
but there is one difference between bones and a biped, ...the pivot point.
For some reason, bipeds don't use the default rotation pivot.
If i iterate over the bipeds's bonenodes i can't use "bonenode.pivot" like i would use with normal bones. So i can't transform the rotations at this moment.
How can i acces the biped's pivot point? Or do "Align to World" with the pivot like you can with other objects, without the biped suddenly flipping over?
Looks like quite a simple problem to solve, but i can't seem to find the solution.
Thanks in advance
I'm working on a custom export format for exporting bipeds and bones, with their animations, for use in my own engine.
So far so good, i can export and import and run animations on my own engine etc, almost there.
The only thing i'm having problems with is orientations, pivots to be exactly.
I don't use the standard keyframes to retrieve the animations, i do it like this:
for ttime=animationrange.start to animationrange.end do
(
at time ttime
(
bonenode.transform
-- transform to local and delta, and write to file
)
)
That way, i have more control over the keys, i don't have to use curves in my own engine, etc.
I filter the keys afterwards so i don"t have 1000 keys for 1000 frames per bone.
but there is one difference between bones and a biped, ...the pivot point.
For some reason, bipeds don't use the default rotation pivot.
If i iterate over the bipeds's bonenodes i can't use "bonenode.pivot" like i would use with normal bones. So i can't transform the rotations at this moment.
How can i acces the biped's pivot point? Or do "Align to World" with the pivot like you can with other objects, without the biped suddenly flipping over?
Looks like quite a simple problem to solve, but i can't seem to find the solution.
Thanks in advance
