dtran11
30-09-2009 21:24:39
Hi,
I am currently using ogre to render a human mesh with many joints
(almost all possible human Degrees of Freedom). I got the rigged
model from Poser, exported it to collada, imported it into 3ds max
and exported out to ogre format with OgreMax plugin.
I am currently able to manually rotate every joint in the skeleton in my
ogre3d application. The only problem is the joints can be in weird (non-human-like)
angles. I was wondering if OgreNewt will help me with the joint limits?
Thanks.
I am currently using ogre to render a human mesh with many joints
(almost all possible human Degrees of Freedom). I got the rigged
model from Poser, exported it to collada, imported it into 3ds max
and exported out to ogre format with OgreMax plugin.
I am currently able to manually rotate every joint in the skeleton in my
ogre3d application. The only problem is the joints can be in weird (non-human-like)
angles. I was wondering if OgreNewt will help me with the joint limits?
Thanks.