reepblue Posted October 20, 2024 Posted October 20, 2024 These models worked in previous versions of the engine. Some time ago, it seems that bone scaling was integrated and now these models don't work as they did before. I'm uploaded material-less versions of these models. These are the original Leadwerks Models. I suggest adding a way to adjust the bone scaling manually. Also, here is video prove on how the editor used to see these models. animationscaling.zip Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
Josh Posted March 3 Posted March 3 It seems that the animation data contains bone scaling. This can be removed by modifying the shader here: Line 29 of Base/VertexSkinning.glsl: pos = pos * (1.0f - rendertweening) + pos1 * rendertweening; quat = Slerp(quat, quat1, rendertweening); pos.w = 1.0f; // <------------------ Add this mat4 m = QuatToMat4(quat); m[0].xyz *= pos.w; m[1].xyz *= pos.w; m[2].xyz *= pos.w; m[3].xyz = pos.xyz; Let me see if Leadwerks 4 does animation scaling. Maybe when the old model format is loaded, it should strip the scale data from animations, if they were never supported... Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Solution Josh Posted March 3 Solution Posted March 3 Okay, in the legacy model format loader, I set the animation scale to one for each animation frame. You will need to re-convert the model files from the originals. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted March 29 Posted March 29 Referenced here: Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.