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Import joints #2

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opened 2021-04-08 23:34:03 +02:00 by lschwiderski · 1 comment
lschwiderski commented 2021-04-08 23:34:03 +02:00 (Migrated from gitlab.com)

At first, joints were simply imported as Empties. That mapping worked surprisingly well, as their semantics for transformation in local space and parenting are in line with how joints are defined in .bsi.

For Bones, this is not the case. The big difference here is the fact that .bsi defines joints (i.e. the points between two bones) and assumes that software adds virtual bones between them to visualize for the user's convenience (like Maya does, to my knowledge). Blender, however, defines Bones as the actual data point, with a head and tail. While these two endpoints could be considered similar to joints, they work quite differently in practice.

The main problem is the lack of local rotation associated with a Bone's head or tail, a property that the joint definition relies on.

At first, joints were simply imported as Empties. That mapping worked surprisingly well, as their semantics for transformation in local space and parenting are in line with how joints are defined in `.bsi`. For Bones, this is not the case. The big difference here is the fact that `.bsi` defines joints (i.e. the points between two bones) and assumes that software adds virtual bones between them to visualize for the user's convenience (like Maya does, to my knowledge). Blender, however, defines Bones as the actual data point, with a `head` and `tail`. While these two endpoints could be considered similar to joints, they work quite differently in practice. The main problem is the lack of local rotation associated with a Bone's `head` or `tail`, a property that the joint definition relies on.
lschwiderski commented 2021-06-27 10:10:35 +02:00 (Migrated from gitlab.com)

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Reference: bitsquid/bitsquid-blender-tools#2
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