Bone Geometry Orientations:
Now, bones have rotations so we can add as well rotations to bone physical proxies. That also has advantage to edit bone geometries in Blender.
Axis Transformations:
Bone axis are changed at exporting time (Y-Axis to X-Axis), we have to consider that transformations also for bone geometries.
Inverse Kinematic Properties:
We have to change IK properties (min, max, damping, spring, spring tensions) according to bone axis conversion.
X-Axis IKs -> Y-Axis IKs
Y-Axis IKs -> X-Axis IKs
Z-Axis IKs -> Inverse of Z-Axis IKs
Bone Geometries to Primitives:
To make bone geometries to primitive like capsule and sphere, we have to scale a bit (1.07 each axis) bottom face of mesh. Even after did that, needs to edit for some geometries.
Improvements
Physic bone support have to be added to utils.get_geometry_name function.
Physical skeleton directly has to find out from skeleton name.
_export_library_geometries function has to overlook objects that are not mesh.
Discard odd code from _export_library_visual_scenes functions which adds a cube and deletes it again.
Bone Geometry Orientations: Now, bones have rotations so we can add as well rotations to bone physical proxies. That also has advantage to edit bone geometries in Blender.
Axis Transformations: Bone axis are changed at exporting time (Y-Axis to X-Axis), we have to consider that transformations also for bone geometries.
Inverse Kinematic Properties: We have to change IK properties (min, max, damping, spring, spring tensions) according to bone axis conversion.
Bone Geometries to Primitives: To make bone geometries to primitive like capsule and sphere, we have to scale a bit (1.07 each axis) bottom face of mesh. Even after did that, needs to edit for some geometries.
Improvements