Comments (8)
thank you very much! @mysticfall
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Open an issue about it. Connect two bones separated by control bone is a desired feature.
Thank you very much for testing.
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I implemented the armature exporting, it is naive, does not take groups and constrains into account.
to be honest, I don't have much knowledge in armature and no idea of how the IK setup works, so could provide more detail on how to differentiate with a control bone from a pose bone and also other important feature to be have in armature exporting. It will help me to further improve it.
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There is a check box to toggle if it should deform the associated mesh in Blender, when you select a specific bone in the pose mode.
And I think you can look at this line to see how Better Collada is handling it currently:
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You can also use my Blender file to test it, as it contains both deforming and non-deforming bones which are separated in different bone layers:
- https://github.com/mysticfall/AlleyCat/blob/master/Design/Blender/Characters/Human/Female/Body.blend
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@mysticfall It should now be working, so you should give it a test.
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I just tested the feature and I can confirm that it works as intentded. Maybe we can introduce -noexp
or -ctrl
postfix to allow more fine grained control, or even support for bone layers.
But it already suffices my own requirements, and I suppose such features can be dealt in separate issues later.
Thanks much for the great work! 👍
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I found some minor differences with how Better Collada works. When a control bone is excluded which lies inbetween two non-control bones, it seems that Better Collada connects the remaining bones after removing the control bone while Blender exporter leave them orphaned, which can cause a problem with animations.
It's not a blocker issue, since I can manually change the bone hierarchy before exporting, but it's rather cumbersome so ideally, it'd be better handled by the exporter like Better Collada does.
Should I open a separate issue about it?
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Related Issues (20)
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- support exporting materials with noise nodes HOT 3
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- blender 3.4 HOT 20
- Support Godot 4 HOT 4
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