Collada animation
Hello!
Could someone tell me how to read the skinning from a Collada document? I created an interpreter for XML, and can read 3D models succesfully... but I can't find any information about how the data in Collada is related to animation, and how do I apply it to the 3D model.
Regards!
Thanks. Yes, I read it, but it only describes how data is organized in the document, not how to relate the different information and to use it.
Ok, I have a cylinder which has 3 bones. You can see the file here:
http://www.teleportmedia.com/personal/cilindanim01.DAE
First, how are the vertices related to the bones? And how is the animation related to the bones? Thanks in advance.
Regards!
Ok, I have a cylinder which has 3 bones. You can see the file here:
http://www.teleportmedia.com/personal/cilindanim01.DAE
First, how are the vertices related to the bones? And how is the animation related to the bones? Thanks in advance.
Regards!
It's kind of involved and convoluted, but everything about skinning is contained in the <skin> element inside the <controller> element for your cylinder. At the bottom of the <skin> element, you'll see a <vertices> element the contains references to bind position data and joint/weight data. The joint/weight data source contains a <combiner> element that associates a list of joints and weights for each vertex in your cylinder. (The <v> element works like the <p> element in a <polygons> or <triangles> element.) The joint/weight data for each vertex are specified in the same order as the bind positions given in the "skin-pos-Cylinder01" source in your file.
Thanks Eric. Now I understand it a little better. So, the "skin-pos-Cylinder01" in my file is like a mesh? Do I have to build the model using that data, instead of the information in the GEOMETRY section? And, this is the first time I work with animated models, I would really appreciate if you could explain me how to use the joint and weight information.
The skinning process is a little more complicated than I have time to explain here myself -- sorry. But, the Collada format follows the same method that Maya uses for skinning. You should be able to find plenty of explanations of that on the net.
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