When exporting a custom GTA III Skin, the rotation seems fricked up. Is there a fix?
Using Blender 3.6.8 LTS, with the latest build of DragonFF (RenderWare version bug fix update)
i think it MAY had something to do with rotation matrix thing. I did the parent correct EXACTLY like Claude's rig structure.
i swear to god it HAS to be some matrix rotation issue. It's gotten more worse.
issue.zip
when i import GTA III's playerp.dff, re-export to DragonFF and put it to my modloader folder, it works as it normally would. it's so weird that it has to do with matrix rotation. Probably using world space or local space idk...
Have you applied transformations in Blender?
Have you applied transformations in Blender?
Don't you mean Ctrl+A and then apply all transforms?
I have applied scale and rotation transformations, here's the result:
@Parik27
I'm still open this issue, it's been last month and hasn't fix yet.
It's August, yet still didn't fixed yet. I have provided an issue.zip file shown above if someone debugging this and fix it.
It's the holiday season and a great time to relax, apparently the addon developers are not at work
There doesn't seem to be anything to fix. You said yourself that exporting the normal dff works, therefore this likely isn't an issue with the exporter. Compare the normal dff and your own and see what's different and try to match it as close as possible.
i'll try i guess
@jaigitrep159 You have the wrong frame order. You can change the order using this DragonFF branch.
How it looks in the game after reordering:
Correct frame order:
- playerp
- Swaist
- Smid
- Supperlegl
- Supperlegr
- Slowerlegr
- Sfootr
- Slowerlegl
- Sfootl
- Storso
- Supperarml
- Supperarmr
- Shead
- Slowerarmr
- SRhand
- Slowerarml
- SLhand