Search found 29 matches
- Fri Jun 23, 2006 9:53 am
- Forum: Python
- Topic: Unusual model importing?
- Replies: 3
- Views: 2936
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...
- Tue Mar 21, 2006 10:21 am
- Forum: Python
- Topic: Exporting Bone Data *Solved*
- Replies: 8
- Views: 10813
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...
- Mon Feb 20, 2006 2:42 am
- Forum: Python
- Topic: PoseBone.localMatrix relative to what space?
- Replies: 5
- Views: 4997
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...
- Mon Feb 20, 2006 12:24 am
- Forum: Python
- Topic: PoseBone.localMatrix relative to what space?
- Replies: 5
- Views: 4997
- Wed Feb 15, 2006 1:35 pm
- Forum: Python
- Topic: PoseBone.localMatrix relative to what space?
- Replies: 5
- Views: 4997
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!
Thanks!

- Sat Jan 21, 2006 7:49 pm
- Forum: Python
- Topic: fixing BlenderToCal3D script to work with 2.4
- Replies: 60
- Views: 50998
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
http://home.tiscali.de/der_ton/blender2md5.rar
- Wed Jan 26, 2005 3:38 pm
- Forum: Python
- Topic: bounding box mesh dimensions
- Replies: 2
- Views: 2920
Yes the bounding box is available through the Object's getBoundBox method:
http://www.blender.org/modules/document ... etBoundBox
http://www.blender.org/modules/document ... etBoundBox
- Mon Nov 29, 2004 1:48 am
- Forum: Python
- Topic: Gathering NLA from armatures?
- Replies: 3
- Views: 3014
I learned alot by looking at Jiba's Blender2Cal3D exporter:
http://home.gna.org/oomadness/en/blender2cal3d
http://home.gna.org/oomadness/en/blender2cal3d
- Mon Nov 01, 2004 4:04 pm
- Forum: Python
- Topic: object.getAction()
- Replies: 1
- Views: 1434
object.getAction()
object.getAction():
Is there a way to get all the actions linked to an object, if there are more than one?BPY_API doc wrote:Returns an action if one is associated with this object (only useful for armature types).
- Wed Oct 27, 2004 6:27 pm
- Forum: Python
- Topic: getting constraint-dependent bone animations
- Replies: 1
- Views: 1657
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...
- Tue Sep 14, 2004 5:24 pm
- Forum: Python
- Topic: Parenting a mesh to an armature
- Replies: 0
- Views: 1506
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...
- Fri Sep 10, 2004 1:59 pm
- Forum: Python
- Topic: Setting a bone's restmatrix
- Replies: 1
- Views: 1505
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...
- Sat Jul 17, 2004 11:52 pm
- Forum: Python
- Topic: Problem with cal3d derived
- Replies: 3
- Views: 2117
- Fri Jun 04, 2004 9:55 pm
- Forum: Python
- Topic: Adding new meshes
- Replies: 2
- Views: 1852
- Wed May 26, 2004 12:33 am
- Forum: Python
- Topic: Exporting Armature Data
- Replies: 2
- Views: 2055
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_...