3DS max 或搅拌机中的骨骼
我在这里几乎抓住了救命稻草,因为我不知道我在问什么,但这就是问题。
我出于纯粹的兴趣一直在研究 3D 建模,并偶然发现了骨骼的概念。 现在,即使在维基百科上查找后,我也不太确定骨头是什么,但它们似乎是现实生活中骨骼之类的抽象,所以在人类模型中,我只是将它们视为骨骼。
据我了解,骨骼是通过 x、y 和 z 轴上的平移、旋转和缩放来定义的。 (这不是只是一个点吗?)
我有兴趣在 Blender 或 Max 中建立模型并导出用于定义这些骨骼的信息(无论它们是什么)。我绝对可以看到这些程序中的骨架,但我想将其导出到文本文件中 有没有办法导出它?
I'm pretty much grabbing at straws here cause I have no idea what I'm asking, but here is the question.
I've been looking at 3D modeling out of pure interest and came across the concept of bones.
Now, I am not too sure what bones are even after looking it up on wiki, but they seem like an abstraction of real-life skeletons and whatnot, so in a model of say a human I just think of them as the skeleton.
To my understanding, a bone is defined by a translation, rotation, and a scale on the x, y and z axis'. (Isn't that just a single point?)
I am interested in taking a model in blender or max and export the information (whatever they may be) that is used to define these bones. I can definitely see the bones in these programs, but I want to get that out into a text file Is there a way to export this?
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(1)
我认为你需要将这些想法分开:
骨头 - 正如你正确所说的那样,它有一个位置和旋转。它们是您可以控制的对象,并将影响模型的皮肤。它们通常处于层次结构中,因此如果移动一根骨骼,它将影响与其连接的所有骨骼,就像人体骨骼一样。
皮肤 - 这是您通常可以看到的多边形网格。您在编辑器中为它指定了一个基本位置,并且骨架在皮肤上进行操作以移动它。
动画 - 这是传递给骨骼的数据。通常是旋转,例如使手臂弯曲。
http://gpwiki.org/index.php/OpenGL:Tutorials:Basic_Bones_System给出了很好的解释。
希望有帮助:3
I think you need to seperate these ideas:
Bones - which as you correcly say have a position and rotation. They are the objects that you can control and will effect the skin of the model. They are usually in a hierarchy so that if you move one bone then it will affect all of the bones connected to it, like a human skeleton.
Skin - this is the polygonal mesh that you can usually see. It is given a base position by you in the editor and the skeleton operates on the skin to move it around.
Animation - This is data to pass to the bones. Usually a rotation, for example to make an arm bend.
http://gpwiki.org/index.php/OpenGL:Tutorials:Basic_Bones_System gives a good explanation.
Hope that helps :3