Results 1 to 2 of 2

Thread: differences in maya and max exporting bone nodes

  1. #1
    Junior Member
    Join Date
    Jan 2006
    Posts
    9

    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.
    e.g.
    <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?
    Thanks

  2. #2
    Senior Member
    Join Date
    Aug 2004
    Location
    California
    Posts
    771
    The transformations are accumulated in the order the appear and define the local coordinate system for their parent node.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •