Dice in 3DS max or blender

I grab quite a lot of straws because I have no idea what I'm asking, but here's the question.

I looked at 3D modeling out of sheer interest and came across the concept of bones. Now I'm not too sure that the bones even after they looked at the wiki, but they seem to be an abstraction of real skeletons and something else, so in the model of a talking person, I just think of them as a skeleton.

In my opinion, bone is defined by translation, rotation, and scale on the x, y, and z axes. (Isn't that the only point?)

I am interested in taking the model in blender or max and exporting the information (whatever it is) that is used to define these bones. I definitely see the bones in these programs, but I want to get this into a text file. Is there any way to export this?

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1 answer

I think you need to separate these ideas:

Bones - which, as you say, have position and rotation. These are objects that you can control and will affect the skin of the model. They are usually in a hierarchy, so if you move one bone, it will affect all the bones associated with it, like the human skeleton.

Skin is the polygonal mesh that you usually see. You are given a basic position in the editor, and the skeleton works on the skin to move it.

Animation is data for transmission to the bone. Usually rotation, for example, to bend the arm.

http://gpwiki.org/index.php/OpenGL:Tutorials:Basic_Bones_System gives a good explanation.

Hope this helps: 3

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