I’m trying to consolidate meshes from one skeleton into a single “base” skeleton.
I have connection points like the spine, left arm, right arm. What I’m doing is moving a mesh into a different skeleton then I need to move it so it connects to the bone but I’m not sure how to get the position of the target bone.
move upper body so its spine is in the same position as the spine of the base
move right arm so its arm bone is in the same position as the right arm bone of the base
move left arm so its arm bone is in the same position as the left arm bone of the base
export GLB and check to see that the bones have moved into place, not just the meshes
It looks like the only way to really move the bone is by updating its base matrix. I’m just not sure on what offset to apply to the bones position to get it into the correct position. Does anyone know the best way to go about this?
Thanks for the suggestion. I’ve checked out that thread. Its doesn’t apply here 'cos the local matrix and base matrix is always the same, but its giving me some ideas.
Hey @sebavan tagging you bc i know we chatted on twitter a couple months ago. First off, we really appreciate everyones suggestions on this post. Unfortunately, our entire product launch revolves around snapping and we still have not found a solution.
I am willing to up the bounty or contract hire anyone you may recommend that can fix this with us. We have delayed our launch to try to sort this but every direction seems to be a dead end. This is the last missing piece and we are really hoping to get some help on this as soon as possible. Please let me know if there is a bounty price that may make someone interested in helping solve the issue at hand.
I just want to know which one of you ‘big brains’ gets the cherry ?
Because, let’s face it, I have no faen clue
Now I just can’t believe Yours are all so wealthy that you do not care about getting a grant for such a little effort …May be there’s a zero missing in this reward , is it?
Thanks for the help everyone. Unfortunately we have no control over the avatars provided so we aren’t able to change the skeletons. Still not sure if BabylonJS can even solve this problem but we’ve decided to offload the work to a Blender server since Blender can do this via scripting without any complications.