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Thread: bone matrix: which one to use?

  1. #1
    Junior Member Newbie
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    bone matrix: which one to use?

    Hi..

    I'm trying to load a skeleton from a scene I exported using colladamax.. I was able to get most of what I need, but I see that there are 2 matrices for each bone (or 'joint'). One inside the <skin>, on the 'INV_BIND_MATRIX' list, and one on the <node> for the joint, inside the <visual_scene> (which is where I got the parent/child relationships for the bones).

    Which one is the "rest" matrix for the bone? and is it in global space, or local (relative to the parent bone) ?

    thanks

    Ariel.

  2. #2
    Senior Member Frequent Contributor
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    Hopefully your questions are answered in the new release notes!

    http://www.khronos.org/collada/
    http://www.khronos.org/files/collada_1_ ... _notes.pdf

  3. #3
    Junior Member Newbie
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    I'd say try one and if it doesn't work, try the other! I'm writing my own loader right now, and I'm almost at the stage you are at, I plan on trying it with both. Looks like the matrices in the <node>(s) are identical to the matrix corresponding to time 0 in the corresponding <animation> element. So I think the INV_BIND_MATRIX might always need to be multiplied by the <node> matrix to have the model at rest. Do you think this sounds about right?

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