Update:
I started playing around with other models as well just to check their bone positions. I searched for pokemons with long tails just in case, so my first choice was #151 Mew
And this is what was imported:
The bones are completely aligned (well there was a very very small rotation offset, but i think this is not improtant for now.) No matrix multiplication was needed, no applied rotations nothing at all. So i still wonder why the other models bones are not imported in their correct positions.
Besides that the matrices are also leading to a specific pose which seems ok at least to me:
Hey, I just wanted to know how to script models in Blender. I'm trying to get Zorua's scripts to work. Could someone help me, please?
(04-17-2014, 03:03 PM)KelseyEevee133 Wrote: [ -> ]Hey, I just wanted to know how to script models in Blender. I'm trying to get Zorua's scripts to work. Could someone help me, please?
Are you sure that you're using the right version of Blender. Scripts for Blender 2.49b don't work for Blender 2.63( I believe is the other version I have ) and scripts for Blender 2.63 don't work for Blender 2.49. Scripts are usually written for a specific type of Blender Version. Also, a lot of people have had problems getting Python to work with Blender 2.49b, so that may be a contributing factor. I hope that this helped you, and I hope that this did not come out in any insulting, condescending manner. I'm just trying to help!
What does Giratina's bones look like?
(04-30-2014, 05:06 AM)Ecelon Wrote: [ -> ] (04-17-2014, 03:03 PM)KelseyEevee133 Wrote: [ -> ]Hey, I just wanted to know how to script models in Blender. I'm trying to get Zorua's scripts to work. Could someone help me, please?
Are you sure that you're using the right version of Blender. Scripts for Blender 2.49b don't work for Blender 2.63( I believe is the other version I have ) and scripts for Blender 2.63 don't work for Blender 2.49. Scripts are usually written for a specific type of Blender Version. Also, a lot of people have had problems getting Python to work with Blender 2.49b, so that may be a contributing factor. I hope that this helped you, and I hope that this did not come out in any insulting, condescending manner. I'm just trying to help!
The reason why they are not working, is because from version 2.6 i think, they introduced a relatively different api, the main api modules changed, so the scripts need to be fixed in order to work, considering the imports and the api calls as well.
I knew it, I knew it, I knew it!
I knew there had to be joint information with these models. ImaginaryZ swore to me, up and down, that they didn't have bones, and that all animations were vertex morph-based.
Now, one thing I think you might want to try, is putting the HEAD of the bone at the point you've detected, and not the tail (in fact,you could just make the tail of each joint point towards the model's left side and be done with it). Remember that the head location is the point the bone actually rotates around. By putting joints of unknown parentage at 0,0,0, you're needlessly repositioning the joints when you KNOW where they belong.
If you want to study up on how it might work, check Brawl's format, which is well documented, and notice how the joints are positioned there. It might help quite a bit.
Also, are you getting the weighting information with these bones? That's what's most necessary when getting models, IMO.