by duststorm » Thu Apr 02, 2015 7:50 am
We first generalized the rig format to be able to define bone local orientations (rolls in blender) using data only, without hardcoded features. We tried to keep it as straightforward as possible so went with reference planes only.
The rig data format is accompanied by a blender importer and exporter. This took some time to set up but it is finalized now.
As for collada:
There is something strange with the collada animation export: the first posed bone works, the children of it have a wrong pose applied.
Probably the axes of the transformation change with the pose orientation of the parent, I'm still trying to figure out the exact math.
FBX at the moment only supports one animation track, it still needs to be modified to support multiple animations.
I also attempted a binary FBX exporter that works directly in blender, but there are still some issues with passing the bone matrices.
MakeHuman™ developer