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01-25-14, 06:22 PM | #2206 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Okay, it works now. Never actually used the mouse-drag method, and it never popped to my mind that the input method could have mattered until I wrote my last report. Sorry for wasting you time. P.S. but why, even after saving/reloading, meshes don't follow the translation of their own bone? |
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01-25-14, 06:43 PM | #2207 | |
Black Magic
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If you can prove to me that the bone bindings control where the meshes are then I will change it. Also if you can then it poses another problem: what happens when a mesh has multiple bone bindings (and the mesh is not deformable)? |
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01-25-14, 07:16 PM | #2208 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
As for why bones with position/rotation data are linked to non-deformable meshes, I have a theory. Most control surfaces have position data, but I think their rotation is done through controllers (as in previous games) rather than through GR2 animations. End of the similarities; as opposed to its predecessors (where, rudders, dive planes, etc rotated along their standard axes and node translation was required for their correct positioning along the model), SH5 uses pre-positioned meshes and translation data might be required for determining the pivot point of rotating surfaces |
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01-25-14, 07:28 PM | #2209 | |
Navy Seal
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01-25-14, 07:44 PM | #2210 | |
Black Magic
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01-25-14, 07:48 PM | #2211 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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By the way: look at the rudder of the Stuka. Its proximal edge (ignoring the small upper appendage), around which the surface is supposed to rotate, got a z coordinate of -0.564341 once exported. This is identical to the z position of the bone that the mesh is linked to.
Either the original position was 0, and your application converted it into -0.564341 by adding bone position to vertex coordinates while exporting, or this -0.564341 tells the game where the pre-positioned rudder must rotate |
01-25-14, 07:54 PM | #2212 |
Navy Seal
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I did this already. There is not apparent difference in Goblin
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01-25-14, 08:00 PM | #2213 |
Black Magic
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01-25-14, 08:36 PM | #2214 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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01-26-14, 02:12 AM | #2215 |
Admiral
Join Date: Jan 2006
Location: Russia ®
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Today, for the first time looked this program ... and I have a question ... how much else author will be puff our brains with his non friendly "monster"? Only one non human interface kills any wish...
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Alex ® Moses said: "Don't create yourself an idol"... |
01-26-14, 08:31 AM | #2216 | |
Navy Seal
Join Date: Jan 2011
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have you actually tried using the "monster"? If you feel disoriented, pose your questions and we will help you as much as we can; if on the other hand you have any suggestions for making GR2 Editor more user friendly, post them and I am sure TDW will be glad to read them. But just don't blame your lack of motivation on GR2 Editor's interface |
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01-28-14, 02:55 PM | #2217 | |
Black Magic
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What I suggest you do is either: 1) learn it 2) don't use it 3) write your own If you choose to write your own, I wish you luck |
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01-28-14, 03:03 PM | #2218 |
Black Magic
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Another piece of the Granny puzzle fell into place today I was playing around with the lifeboat GR2 (CMD_smallboat) and I turned on bounding box rendering and saw that the bounding box for the DMG_col mesh was not where I thought it should be:
I looked over the code for any errors and couldn't find anything wrong with my code. Next I fired up Granny Viewer to see how it renders them: Look at that! That little tooltip says: 'Toggles whether or not yellow boxes are drawn to indicate the OBB bounds of each bone for each mesh' This means that the bounding box's position (center) is determined by the bone's position (the bone in each bone binding). This also means that if a mesh has more than 1 bone binding then it will also have x bone binding bounding boxes. I'm updating my code for this new discovery. Now I understand at least one reason for the mesh bone bindings. |
01-28-14, 04:05 PM | #2219 |
Admiral
Join Date: Mar 2007
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Hello TheDarkWraith , please can you suggest me an example path for me to open with your GR2 Editor/Viewer ? LNK@ paths ? , with my poor knowledge about this, at the moment I am not able to open anything, thank you
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01-28-14, 04:26 PM | #2220 | |
Navy Seal
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