Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 101 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page
subscribe
Author Topic: How do I get the model to be straight up and not sideways
serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Monday, Jan. 30, 2012 09:46 pm
okay, implemented Matrix on top >>> no error anylonger

but the angles are still wrong ill test abit longer tomorrow, don't have time for that now

what i can say:

-> unscaled model (armature fits the model):

if the model stays in blender this way:

Code:
[front]--[mid]--[back]


it is ingame this way:

Code:
[front]
  |         
[mid]
  |
[back]


-> scaled model by 0.5 (armature twisted by 180°):

if the model stays in blender this way:

Code:
[front]--[mid]--[back]
[head-bone]--[torsobone]--[backbone]


it is ingame this way:

Code:
[front]   [backbone]
  |         |
[mid]   [torsobone]
  |         |
[back] [headbone]
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Saturday, Mar. 31, 2012 04:25 pm
i tested different formulas and checked result in Tom's XmodelUtils.

Seems to be enough to use an identity matrix for the root bone:

X 1.000000, 0.000000, 0.000000
Y 0.000000, 1.000000, 0.000000
Z 0.000000, 0.000000, 1.000000

Code - No need to import Matrix anymore:
Code:
            if i == 0:
                b_matrix = ((1,0,0),(0,1,0),(0,0,1))
            else:
                b_matrix = a_matrix * bone.matrix_local


I'm still unsure about bone rotations... Roll angles seem to play a role when animating, different values may distort models differently. I really need some Maya test files to compare!
Share |
Restricted Access Topic is Locked
Page
Previous Page
subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»