collada, 3ds, skeletons, and pivot matrices

This topic is 4510 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

Recommended Posts

Hey folks, I'm goofing around w/ collada and 3ds max atm, but I'm having some trouble interpreting some of the data exported. I was wondering if someone here could explain a little of it to me, particularly w/ finding the pivot point. I generate a biped skeleton (no mesh), put it in the base pose, and export it via ColladaMax. Here is a snip of some of the data it exports:
      <node id="Bip01-node" name="Bip01" sid="Bip01-node" type="JOINT">
<matrix>0.000001 1.000000 0 0 -1.000000 0.000001 0 0 0 0 1.000000 0.542000 0 0 0 1.000000</matrix>
<node id="Bip01-node_PIVOT" name="Bip01_PIVOT" type="NODE">
<matrix>0.002427 0 0 0 0 0.002427 0 0 0 0 0.002427 0 0 0 0 1.000000</matrix>
</node>
<node id="Bip01_Pelvis-node" name="Bip01_Pelvis" sid="Bip01_Pelvis-node" type="JOINT">
<matrix>0 1.000000 -0.000001 0 -0.000001 0.000001 1.000000 0 1.000000 0 0.000001 0 0 0 0 1.000000</matrix>
<node id="Bip01_Pelvis-node_PIVOT" name="Bip01_Pelvis_PIVOT" type="NODE">
<matrix>0.121359 0 0 0 0 0.121359 0 0 0 0 0.097087 0 0 0 0 1.000000</matrix>
</node>

How do you find the pivot point? Is it the translation portion of the main bone node's matrix? If so, then what are the pivot nodes for? The matrices for these pivot nodes are scaling matrices, not translations. Is maybe the translation portion of the main bone node's matrix scaled by the pivot node's matrix? There are lots of permutations. I figured I'd ask around first.

1. 1
2. 2
Rutin
17
3. 3
4. 4
5. 5

• 13
• 26
• 10
• 11
• 9
• Forum Statistics

• Total Topics
633735
• Total Posts
3013597
×