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#1 11-Dec-2015 23:10:48

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,477
Website

Multiple. Skeletons for one .mesh

Colleagues. ...I couldn't find an answer on ogre3d.org...can one .mesh use multiple skeletons  (I'm  making a rig in blender and would like to use an ik  version and an fk version.....but this is pretty complicated in blender, it would be easier just to use two skeletons)

Last edited by hebdemnobad (12-Dec-2015 15:46:29)

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#2 12-Dec-2015 15:48:02

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,089
Website

Re: Multiple. Skeletons for one .mesh

I'm not sure about Ogre, but the answer is no with the SO3Engine.

But a skeleton can have several root bones.

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#3 12-Dec-2015 16:00:29

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,477
Website

Re: Multiple. Skeletons for one .mesh

arkeon wrote:

I'm not sure about Ogre, but the answer is no with the SO3Engine.

But a skeleton can have several root bones.

thx Arkeon
I see...I don't think my question was clear enough. What I meant was can a .mesh use skeleton 1, then os3d unlocks skeleton 1 and links another skeleton to the same mesh.

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#4 12-Dec-2015 16:38:32

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,089
Website

Re: Multiple. Skeletons for one .mesh

no this is not implemented that way for now.
what the purpose here ? you mean you want a skeleton file per animation ?

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#5 12-Dec-2015 16:42:53

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,477
Website

Re: Multiple. Skeletons for one .mesh

arkeon wrote:

no this is not implemented that way for now.
what the purpose here ? you mean you want a skeleton file per animation ?


I see. Not one skeleton per animation but one fk animated skeleton and one ik skeleton....so I don't have to do as much work in blender. No worries I'll look into an fk ik switch in blender.

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