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11-27-20, 03:55 PM | #1 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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11-27-20, 04:23 PM | #2 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Quote:
Does GR2 Editor show the repositioned parts correctly? |
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11-27-20, 04:49 PM | #3 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Yes to both, btw I didnt even know you can change mesh coords in gr2 editor - always simply imported meshes already placed where they need to be in blender.
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11-27-20, 05:57 PM | #4 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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So correct me if I misunderstood you: you simply changed bone position data; you did not edit mesh position in Blender. Is that correct?
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11-27-20, 06:17 PM | #5 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Quote:
On first image, my current Heavy Bomber's rudder: bone position was earlier moved to have rudder's rotation center in right place. On second image, the same plane after editing rudder bone position again. I did not export/import anything between these images - just edited bone position data. In GR2 Editor this didn't result in moving the mesh, but in Goblin mesh itself has moved with the bone. So, it's not as I initially thought that Goblin doesn't recognize moving bones, it just moves meshes along with them (except, apparently, in opposite direction?) |
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11-27-20, 06:55 PM | #6 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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I get your point. Unlike nodes in the .dat format, the working of bones is a bit confusing; not always what you see in GR2 Editor or in Goblin is equal to what you see in game.
This is an issue I had reported long ago: https://www.subsim.com/radioroom/sho...postcount=2259 BTW, the misplaced rudder in stuka's lod model has been fixed by a fellow subsim member: https://www.subsim.com/radioroom/sho...d.php?t=215466 Maybe you can download his fix and get inspiration from it. Other than that, my suggestion is that you move rudder's bone in the desired position, and after doing that you re-import its mesh displaced in Blender so that it will show up correctly in game, and hopefully in Goblin Editor as well... |
11-28-20, 02:05 PM | #7 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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@ kapuhy
Not entirely related to our recent conversation, but in case you want to take in consideration a proper alternative to the stock US Heavy Bomber, I cant point you to several Liberator models, including one model ripped from "Enemy Front" and two models coming from a popular SHIV megamod. All of the above represent different variants of the aircraft, so if you don't want to trash the work you have already done on the stock model, you can use the alternative models as templates for checking proportions and for creating different variants of the bomber |
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