Hello,
I am trying to export from Blender all chains of bones from one armature to DirectX format.
This is an original script from:
development.mindfloaters.de/Dire … d.8.0.html
I add few lines to this file (from line 563). Let’s do the export for all chains of bones:
...
root_bon = amt.getBones()
# this FrameBlock should be placed in cycle
for bone in range(len(root_bon)):
if not root_bon[bone].hasParent():
mat_r = self.getCombineMatrix(root_bon[bone])
name_r = root_bon[bone].getName()
self.openFrameBlock(mat_r, name_r) # opens "Frame {"
self.writeListOfChildrens(root_bon[bone])
self.closeBlock()
# end of cycle
self.exportMesh(obj, armatures[i])
...
In the output DirectX file I found a problem with animation. This is because AnimationKey {…} transformation matrix is wrong.
Does anybody know is this transformation matrix shoud be in world system for each bode, or it should be relatively computed from parent bone?
Thank you very much for help,
Konst