Comments (2)
I was looking at wrong field
from daeblend.
It puts the node names in the "skin" controller as a "Name_array" which are just as they are found in blender. But that's just the rest position (inverted matrices), the pose positions is then defined as a node tree and referenced with "skeleton". If there's a name collision in the node tree then it will generate a unique id with a number on the end. It's all very complicated. I found that DAE loaders interpret the format in wildly different ways so DAE is extremely hard to work with. And I found that it most cases the intended use is a JS library to read it. Like Three.JS. Which means it makes more sense just to export from Blender in JSON format directly. Maybe there's a good JS Blender exporter out there.
from daeblend.
Related Issues (13)
- Multiple objects with the same name in Blender HOT 1
- Active Layers option not working
- Metric units always
- Export clips as strips, first frame corrupt on end-to-end actions HOT 1
- Exported DAE with a very basic skeletal animation is completely broken, but works fine in 'Better Collada' exporter HOT 2
- Troubles with Three.js importing (r90) HOT 5
- cannot freeze wrapped/owned data HOT 1
- Remove error messages if there are no corresponding bones HOT 1
- Hard Normals HOT 7
- Morph animations not exporting correctly
- Doesn't work since Blender 2.80 HOT 1
- Question HOT 5
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from daeblend.