Hello,
I am currently working on a BMD to GLTF (Khronos seems to back it up and is easily further convertible) converter. So far I managed to convert the static model:
I was wondering if there is any information as to how the animations are stored. I see that each bone has translation and rotation components interleaved (basically a frame is represented by 6 floats - 3 for position and 3 for Euler angles), but implementing that resulted in something that does not resemble at all the original animation. Can anyone point why this is?
As an aside, I also saw that there are models for which the position and normal of a vertex point to different bones. Is there some sort of resolution for this? I'd guess to just pick the bone of the position as people can live with weird lighting easier.
I am currently working on a BMD to GLTF (Khronos seems to back it up and is easily further convertible) converter. So far I managed to convert the static model:
I was wondering if there is any information as to how the animations are stored. I see that each bone has translation and rotation components interleaved (basically a frame is represented by 6 floats - 3 for position and 3 for Euler angles), but implementing that resulted in something that does not resemble at all the original animation. Can anyone point why this is?
As an aside, I also saw that there are models for which the position and normal of a vertex point to different bones. Is there some sort of resolution for this? I'd guess to just pick the bone of the position as people can live with weird lighting easier.
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