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.
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.