About positioning bone joints from MAX, here are a few suggestions which might or might not work.
1) Joints occur only 'between' bones, never at chain ends.
2) Joint is positioned at bone start location and rotated to face start of next bone (ie. the next joint).
3) I think max bones use relative coords, so u need to position/rotate bones based on previous bone.
4) You would have to enforce some standards, such as single chain skeletons only.
Perhaps just place a ball&pivot joint at each bone intersection then allow user to modify. Perhaps include some default joint types such as 'Elbow', 'Wrist' etc that user can choose from. This way, KODE places joints in correct positions then user can change 'ball&socket' joints to the correct joint (using one of the predefined joints where suitable).
Consider using other editors/methods as well as MAX bones, not everyone can afford MAX!
Rhy :)
1) Joints occur only 'between' bones, never at chain ends.
2) Joint is positioned at bone start location and rotated to face start of next bone (ie. the next joint).
3) I think max bones use relative coords, so u need to position/rotate bones based on previous bone.
4) You would have to enforce some standards, such as single chain skeletons only.
Perhaps just place a ball&pivot joint at each bone intersection then allow user to modify. Perhaps include some default joint types such as 'Elbow', 'Wrist' etc that user can choose from. This way, KODE places joints in correct positions then user can change 'ball&socket' joints to the correct joint (using one of the predefined joints where suitable).
Consider using other editors/methods as well as MAX bones, not everyone can afford MAX!
Rhy :)