I’m currently working on a exporter from blender to egg. However, I’ve faced challenges in properly translation skeletal animation to the egg format. If I use {structured} to preserve the structure (and origin) of my objects in blender when they are converted to in the animated character description, my exporter (as is) gives me this:
If I instead have {1}, while the animation export is still far from perfect, it far more resembles the intended result:
I also tried to move the origin of each mesh to be within itself, instead at the character’s (0,0,0) (at the feet) which gave me this:
I assumed before that joint displacement of vertices would be joint dependent. can anyone explain how the origin of a mesh affects this process?