Invalid Bone Head and Tail Position - a Bug?

Hello,

I’m an amateur game developer from Poland, writing a 3D Graphics Engine and wanting to make my models in Blender. When trying to write a Python script for exporting meshes with armature and animations, I’ve encountered a problem that seems like a bug in Blender, which completely stops me from exporting correct bone head and tail positions - Blender sometimes returns just random numbers instead of correct positions.

Do you know anything about this problem? Can you check that in your Blender? Look at my test script: http://regedit.gamedev.pl/Download/Produkcje/Skrypty/HorribleBlenderArmatureBug.py

I use Blender version 2.44, but I’ve found here: http://www.devmaster.net/forums/archive/index.php/t-3072.html and here: http://blenderartists.org/forum/showthread.php?t=49950&highlight=bone+head+tail that people had the same problem in 2005 and even in 2003 :slight_smile: I just can’t believe noone succesfully exported armature from Blender since that time. There must be some explanation for this bug. I really would like to hear that this is just my mistake :slight_smile:

without looking into running this…

  • are you running the script in editmode?
  • Are you taking the object transformation into account? - ob.matrix * bone.matrix

No, I always exit into Object Mode before running the script.

And yes, I am fully aware of object transformation, but I press [N] to ensure that Armature object has no transformation (Loc 0, Rot 0, Size 1). Even if it had, it shouldn’t have any influence on the bone parameters as they are expressed relative to their parent bone or to their hosting armature object, never to the Blender global world coordinates.

replace %.4s with %.4f :wink:

LOL, that’s it. Thanks a lot! And sorry for my such a stupid question.