I am Trying to start using the new feauters of jit.gl.model,
what i want to do is this:
1.set up a skinned model in 3dsmax 2012, with bones
2.export to max (i am using OpenCollada) //this might be where the problem is
3.use jit.model to animate the model ver the bones, set up in 3dsmax
here is a test file from 3dsmax exported using opencollada, which is not working
the image is a screen shot of the model in 3dsmax
although this my not be a max problem, perhaps you can help
so my question is,
what is the best exporter to export 3d skinned model?
if that is opencollada what is best practice for exporting, is there any tutorials,
if rob reads this how did he make his Seymour.dae?
i can use blender a bit too but i known 3dsmax the best, but if it works in
another 3d software package I will jump ship.
any help would be amazing, i love to get this workflow working!!
unfortunately, there is no easy answer for this stuff, as it always depends on the specific modeler and exporter you are using.
generally, i can say a few things. as you mentioned, all vertices should be bound to the skeleton, and conversely, all bones should be bound to at least one vertex.
all transformations on the mesh should be zero’d (frozen, reset, whatever the nomenclature) before binding it to the skeleton. all history should be deleted on the mesh before binding to the skeleton.
if at all possible, all the local axes of the bones of the skeleton should line up with the world axes, and for the bind pose, their rotations should be 0.
obj objects, as you discovered, do not support skinning.
we hope to have some tutorials documenting a bit of the pipeline for this stuff in the near future.