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Old 01-31-2005, 11:53 AM
wyndam
Fire Beetle
 
Join Date: Jan 2005
Posts: 7
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Hrmm ... Euler Values? Interesting.

Quaternions can be defined in two different ways. One is axis/angle. The other is similar to a 4d vector (x,y,z,w). I treated these as the 2nd, and got the pictures you see.

I *believe* I've downloaded the latest WLD reference. In case it hasn't been updated (or I'm a moron and didn't get the latest), can you briefly describe how to put these together? From the Documentation I've read (admittedly most of it from Blender), Euler Rotations only require 3 components. Am I off my rocker?

The reason I'm asking so many questions is because while the deformed meshes look correct, the animations don't look correct. While this may in fact be a bug in Blender, I'm also entertaining the possibility I interpreted these fragments incorrectly. Prehaps a SS of the Skeletons might help clarify a bit more, and see if we're on the same page.

Also, it appears SOE defines the vertex groups such that the X axis travels down the length of the bone. Am I correct in this assumption?

You'll notice on the pictures below, the resulting deformed mesh has the Left Arm of the model on Positive-Y, the Top (head) of the model on Positive-Z, and the front of the model on Positive-X. Did you see similar results?
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