Does anyone know how the transform data in the JOINT nodes is ment to be used for skinned animation?
For instance, this is the data in my test file:
<node id="bottom" name="bottom" sid="bone1" type="JOINT">
<translate sid="translate">0.039981 -0.079962 0</translate>
<rotate sid="jointOrientZ">0 0 1 90.9094</rotate>
<rotate sid="jointOrientY">0 1 0 0</rotate>
<rotate sid="jointOrientX">1 0 0 180</rotate>
<rotate sid="rotateZ">0 0 1 -0.239184</rotate>
<rotate sid="rotateY">0 1 0 37.9043</rotate>
<rotate sid="rotateX">1 0 0 -0.668598</rotate>
...
</node>
Now, I see there is a channel with target=“bottom/rotateX.ANGLE”, so I assume there is some kind of releation. Maybe I’m ment to add -0.668598 to the values in that channel??
What about the “jointOrient” rotations, what does one do with those?
I read throw the documentation, but it isn’t mentioned anywhere.