On 25/10/2016 at 06:49, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R16
Platform: Mac OSX ;
Language(s) : C++ ;
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Hello,
I'm coding an exporter plug-in which exports a rigged model, and while exporting the skeleton works quite well, actually, I'm having trouble coding the "binding" of the mesh to the skeleton, aka the "skinning".
I get the gist of it; multiply the vertices in world-space by the respective joint's inverse global matrix, which works with vertices affected by a single joint, but the more joints affect the vertex, the more it gets distorted (factoring in their weights).
Of course, the process of skinning is well-documented, but it seems like I don't understand what input data is necessary and/or how to extract these from Cinema.
Now, I know this has nothing to do with the SDK itself, so my question is rather whether it's possible to extract the bound vertex coordinates Cinema uses itself.
Again, I hope this isn't too unrelated to the SDK.
Thanks in advance,
Mark