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Update Armature sources& research.txt
keeping track of where I got what information, more or less
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@@ -1,34 +1,3 @@
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https://community.secondlife.com/forums/topic/337070-importing-a-rigged-mesh-from-maya-to-blender/
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https://www.khronos.org/collada/wiki/Skinning
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https://community.khronos.org/t/inverse-bind-pose-matrix-or-transformation-matrix-of-joint/6265/3
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skin-bind_poses-array
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you should get an identity matrix if you do joint-matrix * bind-matrix.
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https://developer.blender.org/T50412
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The Restpose is where all pose matrices are neutral have no influence on the skeleton and the meshes
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The Bindpose is an arbitrary pose that is treated as if it where the restpose.
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But Blender does not have a bind pose, or better said, In Blender the Bindpose and the Restpose are always identical.
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https://docs.unity3d.com/ScriptReference/Mesh-bindposes.html
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The bind pose is the inverse of the transformation matrix of the bone, when the bone is in the bind pose.
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https://www.gamedev.net/forums/topic.asp?topic_id=562776&whichpage=1�
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Animated COLLADA files provide the following info Skin - bind shape matrix - list of joint/weight index pairs - list of weights - list of joint nodes used during skinning - list of inverse bind matrices, one per joint and the animation channel (track) data.
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https://veeenu.github.io/2014/05/09/implementing-skeletal-animation.html
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for(bone in bones)
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localMatrix = calculateMatrix(bone.rotation, bone.position)
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if(bone is root)
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bone.worldMatrix = localMatrix
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else
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bone.worldMatrix = bone.parent.worldMatrix * localMatrix
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bone.inverseBindpose = invert(bone.worldMatrix)
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bone.offsetMatrix = bone.inverseBindpose * bone.worldMatrix
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https://community.secondlife.com/forums/topic/350794-collada-and-blender-leaf-bones-differences-deform-bones-and-rest-pose/
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Blender manual:
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The new option Keep Bind Info checks each bone for having two arrays:
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@@ -37,6 +6,12 @@ The new option Keep Bind Info checks each bone for having two arrays:
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Those two arrays can later be used when you want to export the rig again and be sure the original rest pose/bind pose combination must be used.
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https://wiki.blender.org/wiki/Dev:Ref/Release_Notes/2.79/Add-ons
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https://lists.blender.org/pipermail/bf-blender-cvs/2016-May/086767.html
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https://developer.blender.org/T38660
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https://developer.blender.org/T50412 2017
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(Gaia Clary)
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Back in 2.70 this issue was solved in a very ugly way:
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@@ -61,11 +36,17 @@ So i proceed as follows now:
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I add an option to the importer to "import bind pose info"
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I also add a new option to the exporter "use custom bind pose"
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https://developer.blender.org/T69400
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https://wiki.blender.org/wiki/Dev:Ref/Release_Notes/2.79/Add-ons
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https://community.secondlife.com/forums/topic/324977-liquid-democracy-new-free-and-open-source-kit-prototype-to-rig-fitted-mesh/?tab=comments#comment-1092118
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https://lists.blender.org/pipermail/bf-blender-cvs/2016-May/086767.html
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https://community.secondlife.com/forums/topic/337070-importing-a-rigged-mesh-from-maya-to-blender/
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https://community.secondlife.com/forums/topic/350794-collada-and-blender-leaf-bones-differences-deform-bones-and-rest-pose/
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