![]() ![]() Im actually considering writing my own format and model builder or editor directly in monogame. Testing lots of different ones even in the same format you can see just how differently they are all structured its horrible. You will get a shit ton of info for any model that will actually load in mine and can see how they all differ. If you flip on the console and all the bools to true in the importer class at the top. (As a starting point as its no were near complete like i still need to rip stuff out and add tons of stuff that is on hold for now.)įor random models i tested dae and fbx work the best under open assest importer the rest no so much. So like if you were building your own models in blender from scratch mine will work. Ya right now with mine i tested it with blender 2.79 for both mesh animated models and primarily bone weighted mesh animation is what i tested with the most. The mesh or root node should hold the scaling period and all the animation nodes scalings should be unit length proportonally but they aren’t. Then it becomes even worse if you load other model formats who also are doing things in screwed up ways. They don’t even have the scaling matrice standardized but they have a flip flop armature and mesh sharing the same responsibiliys in different cases at different versions in different ways. I know this because i don’t consider my self a pro and i can see just how screwed up all these model formats are and how even fbx changed all over the place over time on the basic crap like how the matrices work together. And if a model has both i don’t have a real solution i have a hack that can easily break.Īll these model formats are over-complicated garbage made by noobs with no standards. ![]() And do it apply it for a blender mesh animated fbx model without bones. The simple solution though in that case is if you can get at that code do not apply the mesh scaling transform for a bone animated blender fbx model. Unfortunately this must be detected and handled internally and there is no simple way to detect it as different models may or may not have scaled meshes armatures or none at all and non unit length scaling in the animation frames themselves. ![]() The problem is were the mesh and armature and animation scaling are combined. Fine until you have to load a model without the blender file to re-export it properly. ![]()
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