12-12-2016, 03:55 AM
(This post was last modified: 12-12-2016, 03:56 AM by Demonslayerx8.)
(12-11-2016, 03:18 PM)gdkchan Wrote: I recently implemented a DAE exporter on SPICA, if anyone is interested. I also worked a bit trying to make the renders more like the actual game. Would be nice if someone test the exporter because I don't use those popular 3d editing software (like maya and max), so I only test stuff on C4D and Blender. The link to the repo is here: https://github.com/gdkchan/SPICA.
The DAE exporter also exports skeletal animations, but it have... issues. The scale is actually pretty problematic, because on Sun/Moon models the scales aren't inherited, but since dae uses local space matrices to store each bone transform, they are multiplied according to the bone hierarchy and the result is that the scale is inherited... resulting in issues. I belive that some softwares have an option to "fix" this (scale compensation?), but I can't try this. DAE also supports storing each bone transform as translate/rotate/scale, I don't know if it would work through, since I didn't tried and dunno if its even worth the effort to implement it.
Anyway in case of problems anyone can open a Issue on the repo. I'm also looking for contributors, because a lot of features are still missing, and the more people working on it, the better!
(12-11-2016, 02:32 PM)Julian0555 Wrote: I don't 100% agree with this but I'm dumb so... The reason I don't agree is because the fingers and arm sleeve don't use scaling in this specific animation as all he is doing is taking off his glasses
I don't know if the sleeve uses scales but I'm pretty sure that the fingers does use it... A scale of -1.15 on the X axis iirc, and 1.15 on Y/Z (something like this), and the negative scale have the effect of flipping one axis of the finger.
whenever i try to compile, i always get this error