Author Topic: Pick part of bones to rotate  (Read 25314 times)

Offline raft

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Re: Pick part of bones to rotate
« Reply #15 on: March 12, 2015, 02:14:39 pm »
is that SkeletonHelper? I never used it myself. but possibly you create an identity matrix, translate it and pass to that mtthod

Offline faridrakh

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Re: Pick part of bones to rotate
« Reply #16 on: March 21, 2015, 11:56:57 am »
you procedural animation saved me. my finger now can move.

can i select a mesh from animated group? example i want to select my fingertip. can i select fingertip mesh?

Offline raft

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Re: Pick part of bones to rotate
« Reply #17 on: March 21, 2015, 05:32:37 pm »
you can select Animated3D's in an AnimatedGroup either with index or with name. have a look at AnimatedGroup.get(int/String) methods

Offline faridrakh

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Re: Pick part of bones to rotate
« Reply #18 on: April 07, 2015, 10:41:21 am »
what should i do if i want to export multiple mesh ogre to bones?

"jmeOgre2Bones -out bone.bones -in mes1.xml mesh2.xml" like this giving error number of vertices differ

my model in 1 blender file
« Last Edit: April 07, 2015, 11:18:28 am by faridrakh »

Offline raft

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Re: Pick part of bones to rotate
« Reply #19 on: April 07, 2015, 03:56:17 pm »
"jmeOgre2Bones -out bone.bones -in mes1.xml mesh2.xml" is for merging multiple animations into one. that's why the meshes and skeletons should be identical.

(although I didnt use it) you should be able to export multiple meshes from Blender. In 3d Max OgreMax plugin can export multiple meshes.