[sldev] Avatar Data Files - Formula for bone weights
blindwanderer at gmail.com
Tue Aug 19 09:37:57 PDT 2008
So that's what it means, years ago when I wrote my SL mesh reader that was
the one part I couldn't figure out...
On Thu, Aug 14, 2008 at 9:27 AM, Mike Monkowski <monkowsk at watson.ibm.com>wrote:
> Ah those tricky Lindens! :-)
> The implementation is in llviewerjointmesh.cpp. It turns out that each
> weight actually contains two pieces of information. The number to the left
> of the decimal point is the index of the joint and also implicitly indexes
> to the following joint. The actual weight is to the right of the decimal
> point and interpolates between these two joints.
> I've added this to the wiki page.
> Domino Marama wrote:
>> I'm using the wiki documentation at
>> http://wiki.secondlife.com/wiki/Avatar_Appearance to write an import
>> script for the avatar into Blender (http://dominodesigns.info)
>> I'm not sure how the weights in the .llm files are supposed to be used.
>> As the weights in the file aren't in the expected 0.0 to 1.0 range, I'm
>> assuming there's some math involved, but there's nothing obvious coming
>> to mind.
>> The major part I'm missing is the bone weights, is there some formula I
>> should be using to generate these? So far I've done the entire importer
>> just from the wiki info and I'd prefer to finish it without needing to
>> dive into the client code if possible.
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