   Collada animation
  Hello!Could someone tell me how to read the skinning from a Collada document? I created an interpreter for XML, and can read 3D models succesfully... but I can't find any information about how the data in Collada is related to animation, and how do I apply it to the 3D model.Regards!   
  Which part do you not understand? Have you read the specification?   ;  Thanks. Yes, I read it, but it only describes how data is organized in the document, not how to relate the different information and to use it.Ok, I have a cylinder which has 3 bones. You can see the file here:http://www.teleportmedia.com/personal/cilindanim01.DAEFirst, how are the vertices related to the bones? And how is the animation related to the bones? Thanks in advance.Regards!   ;  It's kind of involved and convoluted, but everything about skinning is contained in the <skin> element inside the <controller> element for your cylinder. At the bottom of the <skin> element, you'll see a <vertices> element the contains references to bind position data and joint/weight data. The joint/weight data source contains a <combiner> element that associates a list of joints and weights for each vertex in your cylinder. (The <v> element works like the <p> element in a <polygons> or <triangles> element.) The joint/weight data for each vertex are specified in the same order as the bind positions given in the "skin-pos-Cylinder01" source in your file.   ;  Thanks Eric. Now I understand it a little better. So, the "skin-pos-Cylinder01" in my file is like a mesh? Do I have to build the model using that data, instead of the information in the GEOMETRY section? And, this is the first time I work with animated models, I would really appreciate if you could explain me how to use the joint and weight information.   ;  The skinning process is a little more complicated than I have time to explain here myself -- sorry. But, the Collada format follows the same method that Maya uses for skinning. You should be able to find plenty of explanations of that on the net.