   3D Max bones axis?
  Ive been trying to export bone data/animation from MAX and render it in another program for almost 2 months now. I basically downloaded and built my exporter on top of the IGAME - XML exporter plugin to write the data into a text file. But there appears to be a problem to how 3dmax exports it's bone animation. |  3rd bone|  2nd bone|  parent boneWhen i export a box with 3 segments, which has it's 3rd bone(last bone) rotating about the X axis(imagine bowing down towards the screen)Edit: I forgot to mention that im doing some preprocessing in the sense that all my bones start out as 0 0 0 0, i achieve this by multiplying the inverse of the first frame of a bone with all of it's other frames. .  3rd bone facing screen, rotated about x axis||and i export the data, it reads -0.000013 -0.000000 -1.000000 1.570796which is about0 0 -1 1.57 in angle axis. Im already exporting as OpenGL format(the plugin has an option for you to choose the API you prefer the data to be exported as). However this problem does not seem to apply to the parent/root bone. So are child bones in some way relative to the parent bone in MAX? Anyone has exported bone data from Max, please give me insight on how MAX stores or exports its bone animation.[edited by - GamerSg on February 3, 2004 10:07:48 AM]
 Didnt understand exactly what you said, but...  The transformations of child bones are relative to the coordinate system of its parent bone. The transformation of the root node is (of course) relative to the world coord system. The easier way to read/write/render bones hierarchy is using recursion.   Hope this helps. 