Help! Bones animation is freaking me out!!!

There a few gotchas with blender going into egg that I found. First is the fact that blender has the heirarchy


armature
  -> bones
  -> mesh

and egg’s want the heirarchy


mesh
  -> armature
       -> bones

so you have to transform a root joint (I called armature) by the inverse of the mesh object’s transform.

The second is, its not exactly easy to figure what animation data you should be looking at within a pose. I choose to save all the default positions of the bones in a dictionary, then while I’m going through the animation frames I look at the ‘quat’ value (which is the full rotation offset from the root) and the ‘loc’ value, then convert that to a matrix and apply it to the base matrix. I suppose you don’t have to save the base matrix transform because they’re always accessable, but I was having whacky blender bugs come up so I saved them so I would be sure they wern’t modified while going through poses.

Anyway you can look at mine if you want

wickwack.com/panda

the ref doc for eggs that I used was

panda3d.cvs.sourceforge.net/pand … iew=markup