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  #1  
Old 01-31-2005, 11:53 AM
wyndam
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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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  #2  
Old 01-31-2005, 12:07 PM
wyndam
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Here's some quick screens of the Skeleton for the Regrua Above. See if it looks anything in the zip code of what you've got.


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  #3  
Old 02-01-2005, 05:21 AM
wyndam
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Aha! Now I see we actually are talking about the same thing.

http://mathworld.wolfram.com/EulerParameters.html

Euler Parameters are four components. These are also called Quaternions, or so it appears.
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  #4  
Old 02-07-2005, 10:13 AM
wyndam
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So, for those of you scoring at home, I finally went back and re-wrote my code to import the Armature Fragments. After a few hours, I managed to finally crack the import, and I now have the animations working in blender for the older format WLD files.

I'd still REALLY like to know what information has been acquired from the EQG format files thus far, as my guild is fighting mobs in these new zones and I'd like to be able to make some renderings of them.
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