Author Topic: Mess with bones orientation  (Read 594 times)

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bitterman

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Mess with bones orientation
« on: December 07, 2017, 09:47:47 PM »
As seen in the picture below Leyeaim and Reyeaim of custom skeleton are rotated at 100-110 degrees relatively eyecontrol bone.

Thus eyecontrol works wrong.

Few facts:

- custom model is facing to X+ in Blender;
- after this 'roll' values for every bone was changed from '90' to '0' (not sure about needs of this changes);
- bones orientation on custom model (which was maked in Blender) and on vanilla model (which was maked in Maya AFAIK) are different.

Any ideas?
« Last Edit: December 07, 2017, 09:55:40 PM by bitterman »

bitterman

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Re: Mess with bones orientation
« Reply #1 on: December 07, 2017, 10:33:15 PM »
Well, there are few defs in .def which affected on look behavior (look_joint, bone_focus etc).

It must be checked out before mess with transform orientation and roll.

bitterman

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Re: Mess with bones orientation
« Reply #2 on: December 10, 2017, 09:05:08 PM »
I think there is no need to roll (or change transform orientation) any single bone in Blender.
Just create armature, then use "Child of" etc to rotate it along X+.

Another problem is:

During the transition from initial anim to a walk anim ('testmodel name' -> 'testanim walk') the custom model 'falls' through the floor. On the original model this transition occurs smoothly (linearly) in this case (pic.1).

Looks like the 'origin' bone has an offset in walk anim, but it's not (pic.2).

Why this is happens?

Thanks.

******************* update ******************

The custom model also falls through the floor whet it spawns (pic 3).

Hmm...


« Last Edit: December 10, 2017, 09:41:39 PM by bitterman »

The Happy Friar

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Re: Mess with bones orientation
« Reply #3 on: December 11, 2017, 09:47:25 PM »
Use the testmodel command above the floor to check what's happening.  Maybe 1/2 way up a room.  Then you can see under it too.

bitterman

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Re: Mess with bones orientation
« Reply #4 on: December 12, 2017, 09:38:58 PM »
Thanks, THF.

There is some useful info:

Quote
/*
   29 =============================================================================
   30
   31   MODEL TESTING
   32
   33 Model viewing can begin with either "testmodel <modelname>"
   34
   35 The names must be the full pathname after the basedir, like
   36 "models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
   37
   38 Extension will default to ".ase" if not specified.
   39
   40 Testmodel will create a fake entity 100 units in front of the current view
   41 position, directly facing the viewer.  It will remain immobile, so you can
   42 move around it to view it from different angles.
   43
   44   g_testModelRotate
   45   g_testModelAnimate
   46   g_testModelBlend
   47
   48 =============================================================================
   49 */