AlexsSyr Дата: Понедельник, 19 Декабря 2016, 07:02 | Сообщение # 1
почетный гость
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1)bind_shape_matrix - как я понял это начальная позиция меша. 2) <Name_array id="Box001Controller-Joints-array" count="5"> - количество костей и их имена. 3) <float_array id="Box001Controller-Matrices-array" count="80"> - начальное положение костей. 4) <float_array id="Box001Controller-Weights-array" count="1015"> - весы, можете объяснить как использовать их при расчёте анимации ? 5) <input semantic="JOINT" offset="0" source="#Box001Controller-Joints"/> <input semantic="WEIGHT" offset="1" source="#Box001Controller-Weights"/> - непонятный набор индексов, для чего он нужен и как его использовать ? 6) <animation id="Bone001-anim" name="Bone001"><animation><source id="Bone001-Matrix-animation-input"><float_array id="Bone001-Matrix-animation-input-array" count="31"> - ключи анимации 7) technique_common><accessor source="#Bone001-Matrix-animation-input-array" count="31"><param name="TIME" type="float"/></accessor></technique_common></source><source id="Bone001-Matrix-animation-output-transform"><float_array id="Bone001-Matrix-animation-output-transform-array" count="496"> - матрица кости для каждого ключа. Я не понимаю от куда брать иерархию костей и как используются вес кости при расчёте анимации. Заранее благодарю за помощь .