shakotay2 wrote:MrAdults wrote:I haven't looked at any of the things or data you're tossing around here, so I couldn't say if you're dealing with additive anims, but it doesn't really sound like it.
guess so. Thx for your input - it's appreciated.
@SaucyMonkey: I think I got to know why the model is clumped when playing the anims with "Play Rotations Only"
off: in Kentilan's old source the
translations are set to 0.0 (if they don't have fixed values).
Guess "Play Rotations Only" simply doesn't set translations to 0.0.
So we would need the translation values/bones' positions for the initial pose, apply them once at animation startup then play rotations only.
So if I understand you correctly then you basically want the translation values for the t-pose of the model right? Otherwise, for each md5anim could easily grab this data by opening it up in notepad++.
But if what you're saying is correct about the translations being set to 0 then there must be an option someplace in Maya to unlock the translation data? In which case that should essentially set it? I'll look into this. As usual if it works i'll let you know. If it doesn't well... you won't see any progress reports or updates from me on that avenue.
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MrAdults wrote:Having given myself absolutely no context for what you guys are really talking about here, what was meant by that comment over in the FF13 thread is that some of FF13's animations (like 12's) are additive. In order to apply them, you take any old pose in any old space you like (joint local or model space, doesn't matter, since the animtion's transforms are relative to another transform), then you do a matrix multiply with every joint transform in that pose with every joint transform from the additive animation. The idea behind these things is typically to blend multiple animations together at runtime, often done via some kind of state machine.
I haven't looked at any of the things or data you're tossing around here, so I couldn't say if you're dealing with additive anims, but it doesn't really sound like it. Also, md5anims only have animation data, that's why Noesis is drawing lines and points for you. Load the md5mesh, then drag the md5anim file from an Explorer window or something over the Noesis model preview pane and apply it to the scene when it asks if you want to see the md5anim with the md5mesh. There are 50 other ways to accomplish that in Noesis too, but this is probably the simplest one.
Hey there, thanks for chipping in. Getting this worked out means quite abit to me so I wanted to say thank you. I understood the context behind your post just the methodology behind performing it was where I was lost.
Yeah, the drag in worked just fine. But now we're back to the same issue we had in the BRRES viewer which is the clumped up bone/joint data. Now, we know the data itself works when we use the "Play Rotation Only" option in the BRRES viewer. What we're trying to figure out however is why it clumps together the way that it does which we're pinning it down somewhat.
_____________
Edit:
http://postimg.org/image/xbnoc61ct/
I couldn't help but notice that regardless of the frame. The translation data says it is set (But then why the clumping?) but oddly it also says that the rotation data isn't actually rotating at all which is quite odd.