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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 ...) | |||
| 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  | 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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