Extracting b3d vertex bones?

Blitz3D Forums/Blitz3D Programming/Extracting b3d vertex bones?

AntonyWells(Posted 2004) [#1]
Anyone have any code to extract this info?

I mean for example, you load a animated male character, all the verts are in one surface, and they are each 'linked' to a bone/pivot.
I need to extract(From file) these vert to bone links, so I can convert b3d animations for vivid's own animation playback.

Please help, I'm this close to having to actually put some effort into it and read the specs... Don't make me do it...


Rob Farley(Posted 2004) [#2]
newentity = findchild(mesh,"bone name")

for example:

leftwrist = findchild(man,"Left Wrist")

The bone name IS case sensitive.


Beaker(Posted 2004) [#3]
I don't see how you can do this without taking look at the specs. You might find these links useful tho:
http://blitzgl.binary-people.com/B3dFormat.html
http://www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=peter__scheutz09262002180656&comments=no


AntonyWells(Posted 2004) [#4]
Yeah I know Master, I was just hoping someone already had a function wrote for it. I mean there's only one way to do it.Thanks for the link anyway.

Rob, thanks, but that doesn't work. They are just pivots with no vertices attached. They are the points around which a set number of verts are transformed..this info is in the b3d file it's self.


Ricky Smith(Posted 2004) [#5]
Each NODE chunk representing a joint has a BONE chunk - this has a list of vertex indices and their corresponding weight values. Just read this information for each joint.


AntonyWells(Posted 2004) [#6]
Ah sweet, so the indices actually mirror the indices used by getSurfacce etc? The specs didn't really cover that or I was too thick to understand it. Probably both.

Thanks.