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Thread: differences in maya and max exporting bone nodes

  1. #1
    Junior Member
    Join Date
    Jan 2006

    differences in maya and max exporting bone nodes

    The max exporter gives a single matrix for each joint.

    The maya exporter seems to give up to 8 transforms for each joint.
    <node id="Toe_Inner_B_L" name="Toe_Inner_B_L" type="JOINT">
    <translate sid="translate">1.814573 0 0.000000</translate>
    <rotate sid="jointOrientZ">0 0 1 -0.485745</rotate>
    <rotate sid="jointOrientY">0 1 0 0.084206</rotate>
    <rotate sid="jointOrientX">1 0 0 75.039780</rotate>
    <rotate sid="rotateZ">0 0 1 23.053162</rotate>
    <rotate sid="rotateY">0 1 0 3.529387</rotate>
    <rotate sid="rotateX">1 0 0 -0.146948</rotate>
    <rotate sid="rotateAxisX">1 0 0 114.794746</rotate>

    I'm finding this very confusing as to how they are all supposed to be combined and in what order.
    It very much reminds me of when I was writing a maya exporter myself
    Can someone help?

  2. #2
    Senior Member
    Join Date
    Aug 2004
    The transformations are accumulated in the order the appear and define the local coordinate system for their parent node.

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