I’ve created a simple rocky npc . It has legs and arms and it would like to move them rather accurately.
Thus, I made a simple IK, yet there is a slight problem.
The first pictures shows its bones in Blender.
The second picture shows its bones in jME with the help of SkeletonDebugger.
Looking at the second picture. It looks as if 5 bones are missing, namely: Shin.R, Shin.L, Hand.R, Hand.L, Head.
The listing below shows the names of the bones, including the above ones. Thus, none are missing.
As I understand the jme Bone class, it represents a joint.
In jme the bone Shin.R represents the knee.
While in Blender, if the knee joint is selected, it represents the bone Leg.R.
Thus, there is the difference.
Do you consider this difference a bug?
I came across this as I tried to calculate the length of the bone Shin.R.
float legRLength = skeleton.getBone("Shin.R")
float shinRLength = skeleton.getBone("Shin.R")
//however in this case, Shin.R has no children
//thus exception is thrown
Jme listing of bones: