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PostPosted: Mon May 29, 2017 12:08 am 

Joined: Wed Feb 24, 2016 4:24 pm
Posts: 29
I found a bug in the model named hmf_head_cora_skinned_mesh. Wrong position of the jaw, small deformation, eyes and mesh lashes.

Image

Image

Also with the new version of the tool the UV coordinates of the models are upside down.

Image


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PostPosted: Mon May 29, 2017 1:38 am 

Joined: Thu Aug 13, 2015 5:08 pm
Posts: 21
lyutor1945 wrote:
I found a bug in the model named hmf_head_cora_skinned_mesh. Wrong position of the jaw, small deformation, eyes and mesh lashes.


I believe this is a known issue, and it also effects all head meshes as far as I can tell.


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PostPosted: Mon May 29, 2017 3:46 am 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 233
this thread is driving me crazy. funny how page after page all my updates and fixes get ignored, but I get bugreports, yay, I even get bugreports that were solved just a few pages back. seems I dont need to post here anymore, no one reads it anyway

Finder wrote:
Would anyone happen to know why I get an error when trying to open extracted .DDS textures? :?

I've tried both Paint.NET and Gimp without any luck :|


because there are like 120+ formats and Paint.Net knows like 5 of them... why do I even make tools if no one mentions them or seems to use them? why do I make wiki entries on the frontpage and ppl still cant read it (link and link)

lyutor1945 wrote:
I found a bug in the model named hmf_head_cora_skinned_mesh. Wrong position of the jaw, small deformation, eyes and mesh lashes.

lyutor1945 wrote:
I waited:) Thanks to all of you for this tool. It is amazing. I continue to test mesh - plugins and don't see yet any big error. There are several small deformations on head models.

For example Cora's head model:
Decided to inform, just in case:)

P.S. I don't know for sure, these deformations due to the tool or should blame Bioware in laziness:)


how often do you want to ignore the answer I gave you, that you need to export with bones and this should be solved, by moving them. why do you think I spend the time to make a skeleton preview?

lyutor1945 wrote:
Also with the new version of the tool the UV coordinates of the models are upside down.

will fix when I get home later, yay, more bugs, fml

greetz


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PostPosted: Mon May 29, 2017 8:38 am 

Joined: Wed Feb 24, 2016 4:24 pm
Posts: 29
Code:
how often do you want to ignore the answer I gave you, that you need to export with bones and this should be solved, by moving them. why do you think I spend the time to make a skeleton preview?


I'm not ignoring your answers. Of course I extract the models with bones.The bug on the model with bones


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PostPosted: Mon May 29, 2017 9:35 am 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 233
lyutor1945 wrote:
Code:
how often do you want to ignore the answer I gave you, that you need to export with bones and this should be solved, by moving them. why do you think I spend the time to make a skeleton preview?


I'm not ignoring your answers. Of course I extract the models with bones.The bug on the model with bones


so why dont I see any in your blender screenshots? do you use the right skeleton? have you tried different ones? have you actually moved bones to fix the issues? (posing)
I mean, I have no fucking idea here, this is the mesh data RAW AS IT IS, I dont move points, process coordinates, nothing, this is the data how it comes out of the game, why should I know? Im fucking fed up with this shit, everyone expects me to know and fix everything, from useless screenshot and error messages, no one helps, the code is there, just look at it and tell me what to change! I dont know, and this drives me nuts, I cant fix everything all the time, research and debug everything and Im no community manager, unless you found a fix, stop pressing this over and over in my face "here, shits still not working, go fucking fix it, idiot", I CANT OR I WOULD HAVE ALREADY!


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PostPosted: Mon May 29, 2017 11:28 am 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
Hey guys,


Regarding the uv thing, I can take a look Voider.

I'll take a look at the cora model as well though at first glance, not sure I can find something...


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PostPosted: Mon May 29, 2017 11:33 am 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 233
spinal wrote:
Hey guys,


Regarding the uv thing, I can take a look Voider.

I'll take a look at the cora model as well though at first glance, not sure I can find something...


well the UV thing is easy to fix, just inverting the V coord, or flip the texture simply, but im at work, so cant commit changes. with the deformation, I have no idea

greetz


Last edited by warrantyvoider on Mon May 29, 2017 7:49 pm, edited 1 time in total.

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PostPosted: Mon May 29, 2017 11:54 am 

Joined: Sat May 20, 2017 4:58 pm
Posts: 13
Quote:
because there are like 120+ formats and Paint.Net knows like 5 of them... why do I even make tools if no one mentions them or seems to use them? why do I make wiki entries on the frontpage and ppl still cant read it (link and link)
Sowy... :oops:

Btw, why to BMP? wouldn't it be better to convert textures like these to PNG? :?


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PostPosted: Mon May 29, 2017 12:00 pm 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
warrantyvoider wrote:
spinal wrote:
Hey guys,


Regarding the uv thing, I can take a look Voider.

I'll take a look at the cora model as well though at first glance, not sure I can find something...[/quote

well the UV thing is easy to fix, just inverting the V coord, but im at work, so cant commit changes. with the deformation, I have no idea

greetz


OK, so I'll just take a look at the Cora model then.


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PostPosted: Mon May 29, 2017 12:30 pm 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 233
Finder wrote:
Quote:
because there are like 120+ formats and Paint.Net knows like 5 of them... why do I even make tools if no one mentions them or seems to use them? why do I make wiki entries on the frontpage and ppl still cant read it (link and link)
Sowy... :oops:

Btw, why to BMP? wouldn't it be better to convert textures like these to PNG? :?


its RGBA, each 8 bit, making it 32bit, which bmp aswell as png can store. but if you need png, its open source, just add it

spinal wrote:
warrantyvoider wrote:
spinal wrote:
Hey guys,


Regarding the uv thing, I can take a look Voider.

I'll take a look at the cora model as well though at first glance, not sure I can find something...[/quote

well the UV thing is easy to fix, just inverting the V coord, but im at work, so cant commit changes. with the deformation, I have no idea

greetz


OK, so I'll just take a look at the Cora model then.


thx


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PostPosted: Mon May 29, 2017 1:49 pm 

Joined: Sat May 20, 2017 4:58 pm
Posts: 13
warrantyvoider wrote:
Finder wrote:
Quote:
because there are like 120+ formats and Paint.Net knows like 5 of them... why do I even make tools if no one mentions them or seems to use them? why do I make wiki entries on the frontpage and ppl still cant read it (link and link)
Sowy... :oops:

Btw, why to BMP? wouldn't it be better to convert textures like these to PNG? :?


its RGBA, each 8 bit, making it 32bit, which bmp aswell as png can store. but if you need png, its open source, just add it
You honestly think that if I had any idea how these things work I would ask so many dumb questions hehe :lol:

Sadly I have reached a point in my life where learning new stuff is close to impossible, things just don't seem to stick to the inside of my skull anymore :roll:


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PostPosted: Mon May 29, 2017 5:40 pm 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
Hey WVoider,


Here is the FBXExporter project :
Attachment:
FBXExporter.zip [17.11 KiB]
Downloaded 15 times


If you want to compile, you will need to dowload the FBX SDK 2017 : http://usa.autodesk.com/adsk/servlet/pc ... d=26012646
In the zip, you have the project file FBXExporter.vcxproj : you need to modify all paths "G:\exe\FBX_SDK\2017.1" by the path where you will have installed the SDK.
I have compiled with the build tools v12 which are shipped with VS 2013 (which the version I have started the project with). You may need to upgrade the project depending the version you have.

Regarding integration with the plugins, there is an issue with the dependencies : as you will see, the FBXExporter class depends on MeshAsset, FBSkeleton, Vector and possibly FBBone which all are in Plugin System. But the exporter in pluginSystem also depends on FBXExporter, which means there is a cyclic dependency.

So I'm not sure how you want to proceed with this. To make it work, the exporters classes should either be moved back to the mesh plugin or maybe the asset classes could be in their own dll project. Or maybe, you will a better idea :)

I can take care of it if you wish and repost the whole project working. Just let me know.

Cheers!


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PostPosted: Mon May 29, 2017 5:48 pm 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 233
spinal wrote:
Hey WVoider,


Here is the FBXExporter project : FBXExporter.zip

If you want to compile, you will need to dowload the FBX SDK 2017 : http://usa.autodesk.com/adsk/servlet/pc ... d=26012646
In the zip, you have the project file FBXExporter.vcxproj : you need to modify all paths "G:\exe\FBX_SDK\2017.1" by the path where you will have installed the SDK.
I have compiled with the build tools v12 which are shipped with VS 2013 (which the version I have started the project with). You may need to upgrade the project depending the version you have.

Regarding integration with the plugins, there is an issue with the dependencies : as you will see, the FBXExporter class depends on MeshAsset, FBSkeleton, Vector and possibly FBBone which all are in Plugin System. But the exporter in pluginSystem also depends on FBXExporter, which means there is a cyclic dependency.

So I'm not sure how you want to proceed with this. To make it work, the exporters classes should either be moved back to the mesh plugin or maybe the asset classes could be in their own dll project. Or maybe, you will a better idea :)

I can take care of it if you wish and repost the whole project working. Just let me know.

Cheers!


well I will look into it, then I can tell more :P
UPDATE: so it took me a while to make a new FBX project from scratch, because stupid project settings like preprocessor flags, grrr... so i could test a few things and I see the problem, also how your code works. The solution is "simply" to move all the "convert to fbx format"-code to a c# class in pluginsystem, can be called FBXExporter as you suggested, and the actual functions to interact with fbx sdk (or better its lib) into the FBX CLR DLL (dunno how I gonna name it, FBXHelper I called my test project, but FBXExporter gets confusing if used many times on different things, namespace, class, later as variable name and another class in pluginsystem... nope, sry^^). So yeah, this could take a while (unless you want to do it) to convert the FBX dll into a wrapper dll for .Net, and then rewriting your code in C# in plugin system, but I'm on it^^ btw, that dll project will be seperate from the main project and all the plugin projects, because it needs the sdk as dependecy and I dont wanna upload 2x 80MB .lib files, so everyone could compile it. Instead I will give it an extra git repo, as I feel this will be reused again and ppl can download it + sdk and configure it themselfes :P

first I added an option to flip the texture coords before export, now it would be nice if someone can tell me if there is a default "flip" of the coords or if it varies among meshes, so has to stay as option...

Image

now on github

greetz WV


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PostPosted: Mon May 29, 2017 9:32 pm 

Joined: Sat May 13, 2017 10:35 am
Posts: 34
warrantyvoider wrote:
spinal wrote:
Hey WVoider,


Here is the FBXExporter project : FBXExporter.zip

If you want to compile, you will need to dowload the FBX SDK 2017 : http://usa.autodesk.com/adsk/servlet/pc ... d=26012646
In the zip, you have the project file FBXExporter.vcxproj : you need to modify all paths "G:\exe\FBX_SDK\2017.1" by the path where you will have installed the SDK.
I have compiled with the build tools v12 which are shipped with VS 2013 (which the version I have started the project with). You may need to upgrade the project depending the version you have.

Regarding integration with the plugins, there is an issue with the dependencies : as you will see, the FBXExporter class depends on MeshAsset, FBSkeleton, Vector and possibly FBBone which all are in Plugin System. But the exporter in pluginSystem also depends on FBXExporter, which means there is a cyclic dependency.

So I'm not sure how you want to proceed with this. To make it work, the exporters classes should either be moved back to the mesh plugin or maybe the asset classes could be in their own dll project. Or maybe, you will a better idea :)

I can take care of it if you wish and repost the whole project working. Just let me know.

Cheers!


well I will look into it, then I can tell more :P
UPDATE: so it took me a while to make a new FBX project from scratch, because stupid project settings like preprocessor flags, grrr... so i could test a few things and I see the problem, also how your code works. The solution is "simply" to move all the "convert to fbx format"-code to a c# class in pluginsystem, can be called FBXExporter as you suggested, and the actual functions to interact with fbx sdk (or better its lib) into the FBX CLR DLL (dunno how I gonna name it, FBXHelper I called my test project, but FBXExporter gets confusing if used many times on different things, namespace, class, later as variable name and another class in pluginsystem... nope, sry^^). So yeah, this could take a while (unless you want to do it) to convert the FBX dll into a wrapper dll for .Net, and then rewriting your code in C# in plugin system, but I'm on it^^ btw, that dll project will be seperate from the main project and all the plugin projects, because it needs the sdk as dependecy and I dont wanna upload 2x 80MB .lib files, so everyone could compile it. Instead I will give it an extra git repo, as I feel this will be reused again and ppl can download it + sdk and configure it themselfes :P


Sure for making a separate project, that's also what I was thinking. Distributing the full sdk is prohibited by the license anyway.
I get it with the FbxExporter being everywhere, coded that a bit fast and was too lazy (and without much imagination) to rename as needed...

I will be happy to take care of this stuff myself since you probably have a million other subjects on your plate. I'm not sure though I see how you want to get rid of the dependency between the CLR dll and the Mesh/Skeleton/Vector classes. Maybe I'll have a better view in the morning tomorrow :)


Quote:
first I added an option to flip the texture coords before export, now it would be nice if someone can tell me if there is a default "flip" of the coords or if it varies among meshes, so has to stay as option...

Image

now on github

greetz WV


That's great addition, as is the possibility to choose the skeleton in a list.

Also, kuddos for all the great stuff you added to the search plugin, I'm sure it will come in handy!


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PostPosted: Mon May 29, 2017 11:56 pm 

Joined: Wed Feb 24, 2016 4:24 pm
Posts: 29
I was lucky as always, the model I was looking for all evening, is not exported to the PSK. MEA Tool shows this error.

Code:
System.NullReferenceException: object Reference not set to an instance of an object.
in the PluginSystem.PSKExporter.ExportSkinnedMeshToPsk(FBSkeleton skeleton, MeshLOD LOD, Single OverrideScale)
in the PluginSystem.PSKExporter.ExportLod(MeshAsset mesh, lodIndex Int32, String targetFile)
in PluginMeshesWV.MainForm.toolStripButton5_Click(Object sender, EventArgs e)
in System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
in System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
in System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
 in System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
in System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
in System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
in System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ScrollableControl.WndProc(Message& m)
in System.Windows.Forms.ToolStrip.WndProc(Message& m)
 in System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Model named hmf_cas_ark_a_base_mesh


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PostPosted: Tue May 30, 2017 3:57 am 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 233
lyutor1945 wrote:
I was lucky as always, the model I was looking for all evening, is not exported to the PSK. MEA Tool shows this error.

Code:
System.NullReferenceException: object Reference not set to an instance of an object.
in the PluginSystem.PSKExporter.ExportSkinnedMeshToPsk(FBSkeleton skeleton, MeshLOD LOD, Single OverrideScale)
in the PluginSystem.PSKExporter.ExportLod(MeshAsset mesh, lodIndex Int32, String targetFile)
in PluginMeshesWV.MainForm.toolStripButton5_Click(Object sender, EventArgs e)
in System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
in System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
in System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
 in System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
in System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
in System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
in System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ScrollableControl.WndProc(Message& m)
in System.Windows.Forms.ToolStrip.WndProc(Message& m)
 in System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Model named hmf_cas_ark_a_base_mesh


you should know by now what I need, not a useless error message (theres a log.txt) and a bit more than just a meshname...

greetz

EDIT: this:
Code:
A2778E73215DA6AA09697D26190C60102CE51226 
-> D:\Program Files (x86)\Origin Games\Mass Effect Andromeda\Data\Win32\game\levels\bstory\turian\arknatanus\arknatanus.toc
-> win32/game/levels/bstory/turian/arknatanus/bstory_turian
-> game/characters/human/hmf/0_casual/ark/hmf_cas_ark_a_base/rendermesh/hmf_cas_ark_a_base_mesh


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PostPosted: Tue May 30, 2017 4:31 am 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 233
the mesh you selected seems to have no weights, so you need to repaint them, thats why it crashed on export (even says in info "Mesh Type : MeshType_Rigid")
Image

now on github

greetz WV


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PostPosted: Tue May 30, 2017 11:47 am 

Joined: Wed Feb 24, 2016 4:24 pm
Posts: 29
Quote:
the mesh you selected seems to have no weights, so you need to repaint them...


Thanks:) I will repaint the weights:)


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PostPosted: Tue May 30, 2017 1:44 pm 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 233
at spinal: here an example I made on wrapping... the first part is a CLR C++ dll
Code:
// FBXWrapper.h

#pragma once

#include "FBXUtils.h"

using namespace System;

namespace FBXWrapper {

   public ref class FBXWrapper
   {
      public:
         FBXUtils FbxUtils;
         //more stuff here later on
   };

   public ref class FBXVector4
   {
      public:
         property float X
         {
            float get()
            {
               return vector->mData[0];
            };
            void set(float f)
            {
               vector->mData[0] = f;
            }
         };
         property float Y
         {
            float get()
            {
               return vector->mData[1];
            };
            void set(float f)
            {
               vector->mData[1] = f;
            }
         };
         property float Z
         {
            float get()
            {
               return vector->mData[3];
            };
            void set(float f)
            {
               vector->mData[3] = f;
            }
         };         
         property float W
         {
            float get()
            {
               return vector->mData[3];
            };
            void set(float f)
            {
               vector->mData[3] = f;
            }
         };
         FBXVector4();
         FBXVector4(float x, float y, float z, float w);
         FBXVector4(FbxVector4 v);
         FbxVector4* vector;
   };

   public ref class FBXAMatrix
   {
      public:
         FBXVector4^ getR();
         void SetRow(int Y, FBXVector4^ row);
         FBXAMatrix();
         FbxAMatrix* mat;
   };
}


and the implementation:

Code:
#include "stdafx.h"

#include "FBXWrapper.h"

#ifdef IOS_REF
#undef  IOS_REF
#define IOS_REF (*(pManager->GetIOSettings()))
#endif

using namespace System::Runtime::InteropServices;

FBXWrapper::FBXVector4::FBXVector4(float x, float y, float z, float w)
{
   vector = new FbxVector4(x, y, z, w);
}

FBXWrapper::FBXVector4::FBXVector4()
{
   vector = new FbxVector4(0, 0, 0, 0);
}

FBXWrapper::FBXVector4::FBXVector4(FbxVector4 v)
{
   vector = &v;
}

FBXWrapper::FBXAMatrix::FBXAMatrix()
{
   mat = new FbxAMatrix();
}

FBXWrapper::FBXVector4^ FBXWrapper::FBXAMatrix::getR()
{
   return gcnew FBXVector4(mat->GetR());
}

void FBXWrapper::FBXAMatrix::SetRow(int Y, FBXVector4^ row)
{
   mat->SetRow(Y, *row->vector);
}


now I can take your functions from the Exporter class in the CLR and move them to C#:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FBXWrapper;

namespace PluginSystem
{
    public class FBXExporter
    {
        FBXVector4 CalculateBoneRotation(FBBone bone)
        {
            FBXAMatrix fbxrotMat = new FBXAMatrix();
           FBXVector4 Forward = new FBXVector4(bone.Forward.members[0], bone.Forward.members[1], bone.Forward.members[2],0);
           FBXVector4 Right= new FBXVector4(bone.Right.members[0], bone.Right.members[1], bone.Right.members[2],0);
            FBXVector4 Up = new FBXVector4(bone.Up.members[0], bone.Up.members[1], bone.Up.members[2], 0);   
           fbxrotMat.SetRow(0, Right);
           fbxrotMat.SetRow(1, Up);
           fbxrotMat.SetRow(2, Forward);
            fbxrotMat.SetRow(3, new FBXVector4(0, 0, 0, 1));   
           FBXVector4 boneRot = fbxrotMat.getR();
           return boneRot;
        }
    }
}


now I just have to redo this for all classes and we have a .net wrapper dll for fbx, and I only need to wrap the few things that are used, like f.e. for the scene object, I wont need to wrap all its functions but only the few that are called and the few members that are accessed

greetz WV


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PostPosted: Tue May 30, 2017 8:00 pm 
User avatar

Joined: Tue Apr 04, 2017 11:44 am
Posts: 233
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FBXWrapper;

namespace PluginSystem
{
    public class FBXExporter
    {
        public FBXVector4 CalculateBoneRotation(FBBone bone)
        {
            FBXAMatrix fbxrotMat =  new FBXAMatrix();
            FBXVector4 Forward =    new FBXVector4(bone.Forward.members[0], bone.Forward.members[1],    bone.Forward.members[2],    0);
            FBXVector4 Right =      new FBXVector4(bone.Right.members[0],   bone.Right.members[1],      bone.Right.members[2],      0);
            FBXVector4 Up =         new FBXVector4(bone.Up.members[0],      bone.Up.members[1],         bone.Up.members[2],         0);
            fbxrotMat.SetRow(0, Right);
            fbxrotMat.SetRow(1, Up);
            fbxrotMat.SetRow(2, Forward);
            fbxrotMat.SetRow(3, new FBXVector4(0, 0, 0, 1));
            FBXVector4 boneRot = fbxrotMat.getR();
            return boneRot;
        }

        public void UpdateSkeletonWithMorph(SkeletonAsset Skeleton, FBXNode pSkeletonNode, List<Vector> morphBones)
        {
           for (int i = 0; i < Skeleton.Bones.Count; i++)
           {
              FBBone fbbone = Skeleton.Bones[i];
              FBXNode fbxBone = pSkeletonNode.FindChild(fbbone.Name);
              Vector boneOffset = morphBones[i];
              List<double> tmp = fbxBone.LclTranslation;   
              tmp[0] += boneOffset.members[0];
              tmp[1] += boneOffset.members[1];
              tmp[2] += boneOffset.members[2];
              fbxBone.LclTranslation = tmp;
           }
        }

        public void SetBoneTransform(FBBone bone, FBXNode fbxBoneNode)
        {
            List<double> tmp = new List<double>();
            tmp.Add(bone.Location.members[0]);
            tmp.Add(bone.Location.members[1]);
            tmp.Add(bone.Location.members[2]);
            fbxBoneNode.LclTranslation = tmp;

            FBXVector4 rot = CalculateBoneRotation(bone);
            tmp = new List<double>();
            tmp.Add(rot.X);
            tmp.Add(rot.Y);
            tmp.Add(rot.Z);
            fbxBoneNode.LclRotation = tmp;
        }
    }
}


comes along nicely already^^ but im running out of time today, see yall tomorrow

greetz

PS: FBXWrapper.h FBXWrapper.cpp


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