Reputation: 1980
I'm trying to export animation from blender, here's what I've done so far:
--- This is just to give you an idea of what I'm doing and I've left out a lot to keep it short.
--- If it's too confusing or if it's needed I could post the whole source.
# Get the armature
arm = ob.getData()
# Start at the root bone
for bone in bones:
if not bone.parent:
traceBone(bone)
def traceBone(bone):
# Get the channel for this bone
channel=action.getChannelIpo(bone.name);
# Get the loc x, y, z channels
c_locx=channel[Ipo.OB_LOCX].bezierPoints
frameCount=len(c_locx)
# Write each location frame
for frameIndex in range(frameCount):
frame_x=c_locx[frameIndex].pt
frameTime=int(frame_x[0]-1)
# Write the time of the frame
writeInt(frameTime)
# Write the x, y and z coordinates
writeFloats(frame_x[1], frame_z[1], frame_y[1])
# Iv'e done the same for rotation
c_quatx=channel[Ipo.PO_QUATX].bezierPoints
# Write the quaternion w, x, y and z values
writeFloats(frame_w[1], frame_x[1], frame_z[1], frame_y[1])
# Go through the children
for child in bone.children:
traceBone(child)
As far as I can tell this all works fine, the problem is that these values are offsets, representing change, but what I need is absolute values representing the location and rotation values of the bone relative to it's parent.
How do I get the position and rotation relative to it's parent?
Upvotes: 2
Views: 3715
Reputation: 21
The channel data should be applied on top of the bind pose matrix.
The complete formula is the following:
Mr = Ms * B0*P0 * B1*P1 ... Bn*Pn
where:
Mr = result matrix for a bone 'n'
Ms = skeleton->world matrix
Bi = bind pose matrix for bone 'i'
Pi = pose actual matrix constructed from stored channels (that you are exporting)
'n-1' is a parent bone for 'n', 'n-2' is parent of 'n-1', ... , '0' is a parent of '1'
Upvotes: 2