Hi there.
I’m not sure this is the right forum for this question but I hope so (in fact I don’t know if there is a right forum for this question, but here it goes).
I have a model of a woman and an armature with a walk animation. I connected the two and it works fine in blender. The problem is that I have to export them to ogre and, the exporter exports things as if they had no scale or rotation properties (as if the scale and the rotation were cleared). Having the scale and rotation cleared, the armature and the mesh are rotated by 90º relatively to each other. So, in principle, I would have to “apply scale/rotation” before exporting. But it turns out that when I “apply scale/rotation” to my mesh, the normals become all mixed up and I can’t correct them manually because the mesh has about 27000 faces. Also, if I “recalculate normals outside” I get something very far from what I had before. So, I thought, I will rotate and scale the armature to match the mesh and, then, “apply scale/rotation” to it. But, when I do it, the animation of the armature also becomes all messed up!!!
So the questions are:
- is there a way of applying a rotation to a mesh without loosing the directions of the normals I had before? (I mean, also rotating the normals)
- is there a way of applying a rotation to a skeleton without loosing the animations I had before? (that is, also rotating the animations)
Thanks a lot in advance,
gumb