danni.coy Posted March 1, 2013 Share Posted March 1, 2013 I thought I should share my progress so far.... Here I am trying to import a walk cycle :) Link to comment
nat.harrold Posted March 1, 2013 Share Posted March 1, 2013 hahaha.. oh dear.. awesome. :D (Art is much funnier than coding...) *This thread should become the "bloopers" section... Link to comment
danni.coy Posted March 5, 2013 Author Share Posted March 5, 2013 Ok I tried the simplest possible bone animation and that seemed to give me usuable results. [edit] tried a second test with a multi-boned armature but not a full rig with deform bones and control bones - which also seems to import correctly.[/edit] [edit2/] I tried exporting a full rig again. I can either export all the bones in which case I only get a single frame of animation or I can export only the deform bones in which case I get something like what you see above.[/edit2] Link to comment
danni.coy Posted March 7, 2013 Author Share Posted March 7, 2013 Ok I have been trawling through the source code for both Blender and Unigine... It seems that the only type of rotation animation is Euler, Is it possible to do quaternion rotation in Collada or is that outside the spec? Link to comment
manguste Posted March 12, 2013 Share Posted March 12, 2013 (edited) In Collada Euler-based rotation is used, so we take that matrix and transform it into quaternions. Edited March 14, 2013 by manguste Link to comment
danni.coy Posted March 13, 2013 Author Share Posted March 13, 2013 I swear when I looked at the source code you were converting that value right back into a quaternion Link to comment
manguste Posted March 14, 2013 Share Posted March 14, 2013 Danni, Sorry if I confused you :) Edited. Quick survey of our devs and the all-mighty Google hint that Collada does not work natively with quaternions. Alas. But could be wrong here, since Euler worked just fine for devs and they did not investigate this question any further. Link to comment
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