Bones in 3DS max or blender
I'm pretty much grabbing at straws here cause I have no idea what I'm asking, but here is the question.
I've been looking at 3D modeling out of pure interest and came across the concept of bones. Now, I am not too sure what bones are even after looking it up on wiki, but they seem like an abstraction of real-life skeletons and whatnot, so in a model of say a human I just think of them as the skeleton.
To my understanding, a bone is defined by a translation, rotation, and a scale on the x, y and z axis'. (Isn't that just a single point?)
I am interested in taking a model in blender or max a开发者_C百科nd export the information (whatever they may be) that is used to define these bones. I can definitely see the bones in these programs, but I want to get that out into a text file Is there a way to export this?
I think you need to seperate these ideas:
Bones - which as you correcly say have a position and rotation. They are the objects that you can control and will effect the skin of the model. They are usually in a hierarchy so that if you move one bone then it will affect all of the bones connected to it, like a human skeleton.
Skin - this is the polygonal mesh that you can usually see. It is given a base position by you in the editor and the skeleton operates on the skin to move it around.
Animation - This is data to pass to the bones. Usually a rotation, for example to make an arm bend.
http://gpwiki.org/index.php/OpenGL:Tutorials:Basic_Bones_System gives a good explanation.
Hope that helps :3
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