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Thread: duplicate node in skeleton structure

  1. #1

    duplicate node in skeleton structure

    I got a skeleton node structure that looks like this:
    Code :
    <node id="Point14-node" sid="Bone47" type="JOINT">
        <node id="Point17-node" type="NODE">
             <node id="Bone26-node" sid="Bone26" type="JOINT">
                  <node id="Bone27-node" sid="Bone27" type="JOINT">

    Then the skin controllers are defined as follows:
    Code :
            <instance_controller url="#Object01-mesh-skin">
    (Actually I removed a lot of details to make it readable)
    Now, you can see the problem, "Bone26-node" is already a child of "Point14-node", so it's being included twice. What are you ment to do in this case? Why does it include the same node twice?

  2. #2
    Experimenting, I found I seems that the maya plugin creates these duplicate skeleton elements on a random basis. Maybe this be a bug?

    Looks like the collada_rt program doesn't know how to handle this case either. CrtSceneRead.cpp(2132):
    if (skeleton_array.getCount() > 1)
    CrtPrint("There are more than one skeleton, RT is not supported yet\n");

  3. #3
    Senior Member
    Join Date
    Aug 2004
    Although the example is valid it is also redundantly using <skeleton>. Given that the nodes are nests, the search path given by the second element is enough to bind all the nodes since it is the outermost node of the hierachy:
    Code :

    The only time that content needs to include more then one <skeleton> element is when the whole skeleton is described by unrelated node hierarchies.

    In this case, the Maya plug-in does not need to export two <skeleton> elements.

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