I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My ...
So, we're making a game in C++ using SDL - a TDS. It was originally intended to be 2D, but our lead programmer wanted to redo the engine and make it 3D. And, now, we really don't know how to go about ...
This is long, so the short question is: What's the best/right/standard set of technologies for creating 3D models and incorporating them into a game such that the complexity for the artist is kept to ...
I want to port a rigged mesh from a custom format to COLLADA. The bones I have define a position for the bone (local) and a matrix that transforms the child-bones' positions into the next-higher ...