[solved] Flipping Models and Skeletons
Posted: Thu Dec 01, 2016 8:14 am
Hello,
I have been asking questions here for awhile now about unpacking 3d model files and bones and have successfully done them with help.
But today, after 2 months of working on this, I realized that all the files I unpacked are flipped.
This is an example taken from the actual game:
You'll notice that the weapon, and animation is on the right hand.
While this is the result from the data I extracted (put into WebGL or OpenGL):
The weapon and the animation of holding it is on the left side.
I do realize that flipping the mesh/3d model would require me to multiply -1 to the axis where I want to flip. (axis * -1)
But it isn't as easy for the bone/skeleton.
So my question is: How do I flip the bones and animation? so that the animation/holding of weapon is on the right side?
Additional Info:
The bone matrices are local to heirarchy.
The animation frame matrices are also local to heirarchy.
I also tried loading my files into Noesis just to check if it is an WebGL/OpenGL issue but I got the same flipped result: (I'm assuming Noesis uses DirectX)
I have been asking questions here for awhile now about unpacking 3d model files and bones and have successfully done them with help.
But today, after 2 months of working on this, I realized that all the files I unpacked are flipped.
This is an example taken from the actual game:
You'll notice that the weapon, and animation is on the right hand.
While this is the result from the data I extracted (put into WebGL or OpenGL):
The weapon and the animation of holding it is on the left side.
I do realize that flipping the mesh/3d model would require me to multiply -1 to the axis where I want to flip. (axis * -1)
But it isn't as easy for the bone/skeleton.
So my question is: How do I flip the bones and animation? so that the animation/holding of weapon is on the right side?
Additional Info:
The bone matrices are local to heirarchy.
The animation frame matrices are also local to heirarchy.
I also tried loading my files into Noesis just to check if it is an WebGL/OpenGL issue but I got the same flipped result: (I'm assuming Noesis uses DirectX)