alexeyd / blender2cal3d

A project to port blender cal3d exporter to blender 2.58
7 stars 13 forks source link

Why are there separate bones for translation and rotation? #9

Closed matthiasferch closed 13 years ago

matthiasferch commented 13 years ago

Is this really necessary? Shouldn't it be possible to combine translation and rotation into one bone? I'm hitting my engine's bone limit (64) all the time..

alexeyd commented 13 years ago

Well, it's just me being lazy (=

As far as I remember in blender the rotation is applied before the translation. So if you would just store rotation and translation as they are, you will get a wrong skeleton. To get everything right, you'll need to apply bone's rotation to bone's translation first. An it may also result in some complications in animation export.

I believe we can store both transformations in one bone (as it's usually done), but first we need to solve the animation issues. I'm really planning to look into them this weekend.

matthiasferch commented 13 years ago

Ok, alright! I was trying to combine it myself but got messy results, probably because I didn't consider the rotation before translation thing. Thanks for the update :)