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BlackJoker

Correctly parse Skeleton info from COLLADA file

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Hello, I faced with problem, that I don`t yet understand how to correctly parse data from library_controllers from COLLADA file and bind it to geometry info.

 

Could someone explain me some points on simple example with animated mesh? (Unfortunately I cannot upload here my file for some reason)

 

Note: for parsing I use autogenerated classes from xsd file for 1.4.1 version.

 

I have the following questions:

  1. which datatype I must create to correctly handle parsed info? I mean which struct must be for contatining bones info, weights and other
  2. help me understand <vertex_weights>

in <vertex_weights> there are at least 2 inputs - Joint and weight. Its OK. but what I must do with <vcount> and <v>?

What does they mean?

I have already successfully parsed geometry data from COLLADA, but here I feel myself as noob because have no idea how to correctly handle parsed info including matrices from <library_visual_scenes> for animated mesh.

 

Till now I worked only with static meshes.

 

 

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And <v></v> means number of value in weights array? Am I right? 

 

But what if I already optimized mesh and delete extra vertices? What then?

Edited by BlackJoker
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I think also about such thing:

 

do optimization after skeleton will mapped with vertices. Then I will just delete all extra vertices with bone indexes and weights at one time. 

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I think also about such thing:
 
do optimization after skeleton will mapped with vertices. Then I will just delete all extra vertices with bone indexes and weights at one time.


IMHO that's the way to go. It may take just a bit more memory but the code is cleaner and less susceptible to a typo or index error. I can speak from experience that, if you have a few vertices with slightly incorrect bone indices or weights, you'll spend a lot of time finding the error.
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