XML:ONLV: Difference between revisions

423 bytes added ,  8 February 2014
m
improving the CRSA import (to have no NULL objects) is probably not worth the time spend ...
m (improving the CRSA import (to have no NULL objects) is probably not worth the time spend ...)
Line 1,232: Line 1,232:


:::: 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.


----
----
Line 1,240: Line 1,249:
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 in global mode and glue everything together again.
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==
8,256

edits