Improve Bind Pose Support in Blender #50412
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This task is directly related to the task #38660
Back in Blender 2.70 we had a nasty problem with exporting data from Blender to Secondlife. The problem was that we necessarily needed to support the Bind Pose feature. That is:
But Blender does not have a bind pose, or better said, In Blender the Bindpose and the Restpose are always identical.
Back in 2.70 this issue was solved in a very ugly way:
we added a custom transformation to each bone which contains a scale, a rotation and a translation:
So if any of those value sets exists then the Blender collada exporter will use the found data (the bindpose) to define the "inverse bind matrix of the bone"
So far so well, now we have the opposite issue. We must preserve the bind pose data when a skeleton is imported into Blender. But currently Blender just takes the bindpose that comes with Collada and creates a restpose out of it. So it actually "applies the current pose as new restpose" and so all bindpose information goes away and can not be recoveres.
So my idea is:
Let the Collada Importer fill in the bindpose matrices into the custom properties. And make it so compatible with what we already have (use the custom properties restpose_scale_x/y/z etc as we have already for the exporter)
I believe this addition can be easily implemented and it would make the Importer able to import bindpose information and keep it for later reuse (for whichever purpose, not only for later export).
Implementing this would be straight forward. The bind pose data is available in the function where the restpose is calculated from the Collada data. At this point it is easy to also generate the customproperties. It should be a matter of a couple of hours to get this basically working. Well, ok maybe 2 days for me :).
But maybe this can be made more general and useful, it even could be used to implement a true Bind Pose support in Blender (just like Maya has for example and just like Collada supports it).
Please let me know how to proceed from here.
cheers,
Gaia
Changed status to: 'Open'
Added subscriber: @GaiaClary
Added subscribers: @JoshuaLeung, @Sergey, @mont29
Removed subscriber: @GaiaClary
Please can you comment on this and help me deciding how to proceed? thanks a lot !
Added subscriber: @jesterking
I suppose for now using Custom Properties during import would do fine, but @JoshuaLeung can probably tell more about tackling this in a better way.
Well… Adding the different restpose/bindpose concept into Blender would be a really big project (would likely affect a lot of editing/posing armature tools), and, more importantly, I personally do not understand why this is needed at all? What are the benefits, the things you cannot do without that dichotomy?
Note that currently, in FBX, we are assuming that rest pose is same as bind pose (in other words, we use FBX's bindpose as restpose as well). Tbh, I would be reluctant diving into that nightmare again, we already have waaaayyyyyy to much things to handle in FBX’s transform & rigging system. ;)
But you are obviously free to support that in Collada IO! I think your current idea is the best way to do so, especially since it’s already hooked into exporting code.
Thanks for feedback so far!
So i proceed as follows now:
Optionally add 2 new operators for:
Those operators can be accessed from the SPACE menu.
Optionally (if that is possible):
Added subscriber: @GaiaClary
Added subscriber: @DanielKramer
Added subscriber: @tobiashouston
Changed status from 'Open' to: 'Resolved'
This has been implemented with commit
51d4743033