Thread: Joints and mel
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# 5 24-03-2006 , 07:38 AM
Registered User
Join Date: Jan 2006
Location: Austria
Posts: 3
hi,

thanks for your advices,
i am working on an export script for a bone-animated character (mesh + boneanimation)
the authors of the fileformat and the first script made their work with blender

i have used the fileformat to write an exporter with maxscript, and now i will do the same with mel

head = startposition of a bone
tail = endposition of a bone

so i will use position for head and position + length for tail

i am a little bit confused about the bone handling in maya, because i have worked with max before, where you have no joints, just bones - so every bone has a length
in maya seems to be joints (last joint of a bone-chain), which have no length

i have been searching for commands where i can get informations about joints and their hierachy, but i didn't search for the listX commands
...and coming from maxscripting, i was spoilt with a huge amount of commands for each kind of node, a lot of commands for mathematics and so on... user added image

lg, leni