Hy.
I’still develop a collada animation importer.
This importer read and store only the animation of the collada file.
Then i can add in my collada importer multiple animation for each base structure with meshes and bones(the global importer).
The problem is this:
how i can associate a bone to an animation in the animation importer?
The bones are imported in the base structure and must be filled with the animation , so a bone can not have animation and is not present or so one.
How after i get the animation fill the bones in the structure with the correct animation data ?
In the animation data i can find only kind of name similar to these:
<animation id="Bone03-node-transform">
<source id="Bone03-node-transform_Bone03-node_transform-input">
<float_array id="Bone03-node-transform_Bone03-node_transform-input-array" count="101">0 0.033333 0.066666 0.1 0.133333 0.166667 0.2 0.233333 0.266667 0.3 3.03333 3.06667 3.1 3.13333 3.16667 3.2 3.23333 3.26667 3.3 3.33333</float_array>
<technique_common>
<accessor source="#Bone03-node-transform_Bone03-node_transform-input-array" count="101" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
<technique profile="MAYA">
<pre_infinity>CONSTANT</pre_infinity>
<post_infinity>CONSTANT</post_infinity>
</technique>
</source>
Bone03 is this animation section and bone03 is the name of my bone , then i would associate bone03 with this animation data.
The problem is:
Is correct manipolate the strings in the collada animation for make the animation name equal to the relative bone?
Or there is a safe method?
HOW WORK THE RESOLVEURI of the collada dom?
is possible to navigate the sections document with it?
Thanks