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    Bone vertex binding info.

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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 17/01/2007 at 09:30, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:    
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :   C.O.F.F.E.E  ;

      ---------
      Hello again 🙂
      I'm trying to export character animation, so far I can export the models, bones and keyframes.

      I would like to export the bone-points bind info, but have not found anything on the subject.?

      Is this possible with COFFEE?

      thanks

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 17/01/2007 at 14:40, xxxxxxxx wrote:

        I figured out a solution hopefully there will be an easier method once R10 documentation is available.

        Here are the steps
        1 - create bones e.g [arm, hand]

        2 - On model been used as skin Select points the bone will transform and create a Vertexmap (one per bone). Adjust weight values, etc.
        The Vertexmap should have the same name as the bone it represents.

        Setup a RestrictionTag on each bone and assign the corresponding vertexmap.

        Now all that needs to be done is read the vertexmap tags on the model and write the vertex index and values when (values > 0.0).
        optionally you could write all of them, but does not make sense since a value==0 means bone does not affect the point at all.

        The bone vertexmap relationship is stablished by reading the RestrictionTag #RESTRICTIONTAG_NAME_01 or just the bone name itself.

        Hope this is useful for you guys.

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 17/01/2007 at 16:34, xxxxxxxx wrote:

          I couldn't help much (as I'm not much of a COFFEE guy - C++ for me). 🙂

          But be aware that if this is for general use, users could be using ClaudeBonet weights, point/polygon selection tags (in the Restriction tags), or even the basic bone functions to set how the bone affects the mesh.

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 18/01/2007 at 08:25, xxxxxxxx wrote:

            Thanks anyways I appreciate your support. 🙂

            I'm aware of those setings.
            At least I have a way to get the data out. I'm writting the exporter for game development and hopefully make it available to new/hobby developers trying to import animation on their engines.

            I would love to have access to the Mocca objects/tags internal data but does not seem possible at the moment or not documented.

            I'm a C++ developer, Is it possible to get that data from C++?

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