No Man's Sky Skeleton parsing [Help Needed]
Posted: Wed Aug 24, 2016 3:52 pm
Hello, once again I'm having a hard fucking time with extracting skeletons (for now) from a game.
Models were really easy to get, but I'm stuck again on getting the skeletons to align with the model.
So first of all the game has some descriptor files which contain information about the corresponding geometry files and also contain information about the bone hierarchy of the model. So since there are no more information about that within the geometry file, i assume that this descriptor file should be more than enough in order to load the default skeleton of the model.
I'm attaching a hierarchy sample right here
http://pastebin.com/u68mircS
*the transmat field should be actually Translation/Rotation/Scale values I just saved all 9 values together to gain some space.
From what I've played around so far it seems like the transformation values within the descriptor file, are used in order to transform the children bones. For every new children that is processed I'm adding up the parent's values along with the current bone values and i'm passing the new values to the next children. This seems to partially work on some bones of some models but it completely fails for others. So something is probably very wrong.
This is my code so far that loads the "joint" types into a bone armature.
http://pastebin.com/McSbXfDe
And here is a pic of the mess (from another model which the skeleton looks like its going to fit)
http://i.imgur.com/qDEtqAH.png
Any help is highly appreciated
Thanks
Models were really easy to get, but I'm stuck again on getting the skeletons to align with the model.
So first of all the game has some descriptor files which contain information about the corresponding geometry files and also contain information about the bone hierarchy of the model. So since there are no more information about that within the geometry file, i assume that this descriptor file should be more than enough in order to load the default skeleton of the model.
I'm attaching a hierarchy sample right here
http://pastebin.com/u68mircS
*the transmat field should be actually Translation/Rotation/Scale values I just saved all 9 values together to gain some space.
From what I've played around so far it seems like the transformation values within the descriptor file, are used in order to transform the children bones. For every new children that is processed I'm adding up the parent's values along with the current bone values and i'm passing the new values to the next children. This seems to partially work on some bones of some models but it completely fails for others. So something is probably very wrong.
This is my code so far that loads the "joint" types into a bone armature.
http://pastebin.com/McSbXfDe
And here is a pic of the mess (from another model which the skeleton looks like its going to fit)
http://i.imgur.com/qDEtqAH.png
Any help is highly appreciated
Thanks