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Paradox-01 (talk | contribs) m (improving the CRSA import (to have no NULL objects) is probably not worth the time spend ...) |
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:::: So coding a workaround became a feasible option. | :::: So coding a workaround became a feasible option. | ||
'''Edit // 8th Feb 2014 // getting rid of the null objects:''' | |||
It's possible to calculate the local rotations in a hierarchy using matrix multiplication. The final matrix must be inverted and the xyz values multiplied by -1. | |||
Before calculations are started the rotation order of all objects must be changed from ZYX to XYZ. | |||
What makes the code bulky is the need to go through all involved body parts and that 19 times. | |||
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With Neo's matrix to euler code the rotations can be recovered from CRSA. But due to the character's hierarchy things get [https://dl.dropboxusercontent.com/u/139715/OniGalore/CRSA_to_Mod_Tool_wip.png messy again.] ([https://dl.dropboxusercontent.com/u/139715/temp/CRSA_to_Mod_Tool.txt Wip code]) | With Neo's matrix to euler code the rotations can be recovered from CRSA. But due to the character's hierarchy things get [https://dl.dropboxusercontent.com/u/139715/OniGalore/CRSA_to_Mod_Tool_wip.png messy again.] ([https://dl.dropboxusercontent.com/u/139715/temp/CRSA_to_Mod_Tool.txt Wip code]) | ||
A workaround might be to save characters without animations, destroy their hierarchy, apply the rotations/translation | A workaround might be to save characters without animations, destroy their hierarchy, apply the local rotations / global translation and glue everything together again. | ||
==Level reimport== | ==Level reimport== |
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