Search found 29 matches

by der_ton
Fri Jun 23, 2006 9:53 am
Forum: Python
Topic: Unusual model importing?
Replies: 3
Views: 2729

Re: Unusual model importing?

Also, the other question I have is in regards to animation. Can I import my bone and keyframe animation into Blender? I had read somewhere on these forums that it may not be possible. It may not be trivial, but it ought to be possible. The armature api has changed significantly in the last couple r...
by der_ton
Tue Mar 21, 2006 10:21 am
Forum: Python
Topic: Exporting Bone Data *Solved*
Replies: 8
Views: 9013

I've been struggling with this a bit, too, maybe you've seen this thread: http://www.blender.org/forum/viewtopic.php?t=8144 Looking at the code of existing exporters might give you some hints, atleast that's how I learned most of the details of Blender's matrices, and the documentation and, as kakap...
by der_ton
Mon Feb 20, 2006 2:42 am
Forum: Python
Topic: PoseBone.localMatrix relative to what space?
Replies: 5
Views: 4532

I got it. Just like the documentation says: localMatrix: The matrix combination of rot/quat/loc. This means that it is relative to the bone's restpose matrix. If you set a keyframe with identity matrices for all bones' localMatrices, you get the rest pose. Regarding the "how armatures work" illustra...
by der_ton
Mon Feb 20, 2006 12:24 am
Forum: Python
Topic: PoseBone.localMatrix relative to what space?
Replies: 5
Views: 4532

Thanks for the answers! But I still haven't had any progress. In the link an-toni posted with the explanation of the armature system, there is no mention of localMatrix.
by der_ton
Wed Feb 15, 2006 1:35 pm
Forum: Python
Topic: PoseBone.localMatrix relative to what space?
Replies: 5
Views: 4532

PoseBone.localMatrix relative to what space?

What space is a posebone's localMatrix supposed to be in? I'm trying to import animation using the pose module and would need to know that.
Thanks! :)
by der_ton
Sat Jan 21, 2006 7:49 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 48194

I wrote an exporter to MD5 (Doom3 engine model format) that is based on Jiba's Cal3D exporter. It's updated and works with 2.40. Maybe you can get some ideas from there.
http://home.tiscali.de/der_ton/blender2md5.rar
by der_ton
Wed Jan 26, 2005 3:38 pm
Forum: Python
Topic: bounding box mesh dimensions
Replies: 2
Views: 2511

Yes the bounding box is available through the Object's getBoundBox method:
http://www.blender.org/modules/document ... etBoundBox
by der_ton
Mon Nov 29, 2004 1:48 am
Forum: Python
Topic: Gathering NLA from armatures?
Replies: 3
Views: 2755

I learned alot by looking at Jiba's Blender2Cal3D exporter:
http://home.gna.org/oomadness/en/blender2cal3d
by der_ton
Mon Nov 01, 2004 4:04 pm
Forum: Python
Topic: object.getAction()
Replies: 1
Views: 1295

object.getAction()

object.getAction():
BPY_API doc wrote:Returns an action if one is associated with this object (only useful for armature types).
Is there a way to get all the actions linked to an object, if there are more than one?
by der_ton
Wed Oct 27, 2004 6:27 pm
Forum: Python
Topic: getting constraint-dependent bone animations
Replies: 1
Views: 1523

getting constraint-dependent bone animations

Is there a way to get the current position/rotation of a bone? I'm having trouble exporting animations with a script that uses the IPOs to calculate the bone positions. If I bake the constraint animation to IPOs, the script only sees empty IPOs. I don't care if it's a bug in the script or in Blender...
by der_ton
Tue Sep 14, 2004 5:24 pm
Forum: Python
Topic: Parenting a mesh to an armature
Replies: 0
Views: 1374

Parenting a mesh to an armature

In the UI, when you parent a mesh to an armature with Ctrl-P, you're presented with a question wether you want to parent it to a Bone, the Armature or the Armature Object. For skeletal animation, you have to select "Armature". When I use armatureObject.makeParent() in python, it seems that that's th...
by der_ton
Fri Sep 10, 2004 1:59 pm
Forum: Python
Topic: Setting a bone's restmatrix
Replies: 1
Views: 1379

Setting a bone's restmatrix

There's a .getRestMatrix() method for bones, but no .setRestMatrix(). I'm working on a script that imports a skeleton, and the generated bones in Blender must have the same transformation matrix as the imported skeleton (because of animation file compatibility when the skeleton is exported again). H...
by der_ton
Sat Jul 17, 2004 11:52 pm
Forum: Python
Topic: Problem with cal3d derived
Replies: 3
Views: 1916

Wow, thanks, I use that code for my exporter too and never saw that. Hmm, why does it work anyway? I've never seen that that affects the output. In what cases does it make a difference?
by der_ton
Fri Jun 04, 2004 9:55 pm
Forum: Python
Topic: Adding new meshes
Replies: 2
Views: 1697

Try this instead:
1234 -> 123 243

Facingness of tris is controlled by ordering of the vertices.
It's just a quick idea, maybe it'll do the trick. Won't be a big deal to change your script to test it... :)
by der_ton
Wed May 26, 2004 12:33 am
Forum: Python
Topic: Exporting Armature Data
Replies: 2
Views: 1747

There are some scripts that do export meshes with skeletal animation. The godfather of them being Jiba's "blender2cal3d" script (I don't have a link, but it was distributed with Blender2.32). I, for example, wrote another script based on this one, for MD5 export (http://www.doom3world.org/doom3/der_...