[SOLVED][Help] Solve 4x4 Bone Matrix

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MilesPrower
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[SOLVED][Help] Solve 4x4 Bone Matrix

Post by MilesPrower » Wed Feb 12, 2020 6:03 am

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I extracted Names, IDs, Parents and 4x4 Transformation Matrix. I try to import it into 3dsmax which uses 4x3 Matrices. The 4x4 Matrix seems to contain just values between -1 and 1. I Have to less Knowledge about this. It seems also that the Bones are relative to its parent ..

Does anybody know how to solve this Puzzle??

Edit 13.02.2020:
Changed to noesis..
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Edit 14.02.2020
I add an exception for the the pelvis .. still some bones look strange... After stepping back parsing and analysing the animation data I found out that only 34 of 64 Bones got animation data.. so I just get rid of the rest.. now its usable and ready for animating.. I think the other bones are physic based driven.
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Last edited by MilesPrower on Thu Feb 13, 2020 8:44 pm, edited 2 times in total.

DMZT2
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Re: [SOLVED][Help] Solve 4x4 Bone Matrix

Post by DMZT2 » Wed Feb 12, 2020 10:26 pm

Looks like you're setting the local space matrix (relative to parent) as the world space matrix (relative to origin) of the bone. To get the world space matrix for bone X from the stored local space matrices you must multiply the local matrices for bone X and all of its parents in the right order.

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