As some of you might know already I’m extending the VRML 2.0 exporter to support animation export. I made some progress in successfully exporting meshes which have simple animation (keyframed) through rotations and translations.
My target right now is to export a character consisting of meshes (lower leg, upper leg, etc) animated (keyframed) using an armature.
Unfortunately the mesh objects moved and rotated due to bone influence don’t report their positions through the object properties like they did when they were animated by “hand”
I was quite disapointed discovering this fact, since I have to finish this exporter with a week or so.
I hope there is an other way than going through the armatures bones, computing stuff, is there??