Highlander
Marquis
Pretty awsome. Just noticed it today. Already imported my first animation successfully into game.
cdvader said:Status Update 2: 3ds Max still doesn't like the SMD files OpenBRF exports.
cdvader said:Status Update 3: Blender still doesn't like the SMD files OpenBRF exports.
I'm almost certain that openBRF is showing it right, it's the same with BRFedit. Whatever we see in BRFedit/openBRF gets flipped in M&B (not just rigged meshes I think) so it's prob'ly just a bone naming glitch. If you want to flip just the preview and not the mesh in openBRF I don't see why not. Would save us from any more confusion.- are the rigged-mesh flipped, or is it just a bone-naming glitch in M&B?
I don't want to be a nitpicker (or whatever it is called) but it looks more like it is mirrored on the y-axis than rotated... just have a look at the item.R from the first pic. it sticks kinda out where the item.L sticks "in" (if you can say that). On the second screenshot from the newer version you see the exact opposite; item.R sticking in, item.L sticking out.amade said:Part 1 & 3: Bones are still rotated the wrong way, but there's a slight difference to it now -
They're rotated 180 degrees the other way around from previous version (though I'm not sure along which axis!).
Percus said:I don't want to be a nitpicker (or whatever it is called) but it looks more like it is mirrored on the y-axis than rotated... just have a look at the item.R from the first pic. it sticks kinda out where the item.L sticks "in" (if you can say that). On the second screenshot from the newer version you see the exact opposite; item.R sticking in, item.L sticking out.amade said:Part 1 & 3: Bones are still rotated the wrong way, but there's a slight difference to it now -
They're rotated 180 degrees the other way around from previous version (though I'm not sure along which axis!).
not sure if it helps in any way...
Percus said:well then the only axis left for the bones to rotate around resulting in what you showed would be their local Z-axis... no?
and it looks like the pivot is the end of each bone... I mean... well, its hard to explain for me, check this:
this should the the part of the bone which is connected to it's parent bone, right?
Is OpenBRF maybe rotating all child-bones on that very pivot by 90° CCW when their x-value is positive, and vice versa for negative x-values?
it's just a guess...
Blimey! Another morning, another version! I hope you're not running out of steam for working so hard on this, mtarini Really appreciate your work on this!
Maybe it's always worked the same way for Dain? If he had followed the new animation tutorial by cdvader 3ds can still import it (but with misrotated bones like Blender - as cdvader had reported too for 0.0.8/9), make changes, export it, and then imported using openBRF the bones would rerotate into their correct position.
So in a sense, it's still working for 3ds... Just as it's working for Blender (though blender's export script didn't work for openBRF in certain conditions as reported earlier). The only problem is that the bones are still misrotated when exported out from openBRF.