[DiscordArchive] <@250706991515828224> any idea what's that one is used for?
[DiscordArchive] <@250706991515828224> any idea what's that one is used for?
Archived author: Deamon • Posted: 2018-03-06T19:48:44.793000+00:00
Original source
It still insist that boneInfluences show the max number of bone_weight set among verticles of said mesh
Archived author: Skarn • Posted: 2018-03-06T19:49:01.379000+00:00
Original source
By looking at a character model, I noticed that mesh_part 0 (skin) uses all 4 bone influences being the biggest mesh. Some hair styles use 2-3 bone influences, pants use 3, eyeglows (probably the smallest mesh) use 1.
Archived author: Skarn • Posted: 2018-03-06T19:49:40.022000+00:00
Original source
<@250706991515828224> I will test that in a bit.
Archived author: Skarn • Posted: 2018-03-06T19:49:48.026000+00:00
Original source
your assumption I mean
Archived author: schlumpf • Posted: 2018-03-06T19:52:23.631000+00:00
Original source
<@197724887387734016> https://i.imgur.com/veIxagn.pnghttps://i...om/veIxagn
Archived author: schlumpf • Posted: 2018-03-06T19:52:30.947000+00:00
Original source
left w=1, right=from info
Archived author: schlumpf • Posted: 2018-03-06T19:52:45.959000+00:00
Original source
(note: transformvertices, not *hit, but should be sameish)
Archived author: schlumpf • Posted: 2018-03-06T19:53:18.611000+00:00
Original source
(this assumes that
```
00000000 M2VertexInfo_ struc ; (sizeof=0x30, mappedto_4848)
00000000 position C3Vector ?
0000000C bone_weights db 4 dup(?)
00000010 bone_indices db 4 dup(?)
00000014 normal C3Vector ?
00000020 tex_coords C2Vector 2 dup(?)
00000030 M2VertexInfo_ ends
```
)
Archived author: schlumpf • Posted: 2018-03-06T19:53:42.786000+00:00
Original source
(a4 = transformation_matrix_by_bone)
Archived author: Skarn • Posted: 2018-03-06T20:01:38.350000+00:00
Original source
<@250706991515828224> that assumption seems to be wrong