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[UE1][Skeletal Mesh][Animations]

Open DramaDesu opened this issue 3 years ago • 8 comments

Supporting of exporting HP2 Animations Extract meshes in the right way for UE4+

DramaDesu avatar Dec 24 '21 18:12 DramaDesu

Just a quick comment for your code. I'm not doing any math with FVector/FQuat directly. These types are mirrored in "Core/Math..." files, as CVec3/CQuat etc, and all of the math stuff is there. This is just "historical" stuff, when I started the project (16 years ago?) I've reused math from another my project.

gildor2 avatar Dec 19 '22 09:12 gildor2

Just a quick comment for your code. I'm not doing any math with FVector/FQuat directly. These types are mirrored in "Core/Math..." files, as CVec3/CQuat etc, and all of the math stuff is there. This is just "historical" stuff, when I started the project (16 years ago?) I've reused math from another my project.

Hello! Should I remove all FVector/FQuat from internal structs? And doind math operation with C-Version? In the last commit I've removed unnecessary operations, since I use yours.

DramaDesu avatar Dec 22 '22 12:12 DramaDesu

And should I remove math operations from FAnimVec? Like: Vector(), Quat(), or I need to replace it with C-Versions?

DramaDesu avatar Dec 22 '22 13:12 DramaDesu

I just see a lot of "questionable" code. And it's unclear what did you mean with "Extract meshes in the right way for UE4+" - I don't see any UE4 code at all.

gildor2 avatar Dec 22 '22 13:12 gildor2

I just see a lot of "questionable" code. And it's unclear what did you mean with "Extract meshes in the right way for UE4+" - I don't see any UE4 code at all.

It means for orientation of a look of a mesh, if you give a time, I'll provide examples. If I remember right, it's just mirroring to get an expected orientation in UE4.

DramaDesu avatar Dec 22 '22 13:12 DramaDesu

I will try to address any problem areas in the code. To summarise, this code allows to extract the animations that were encoded by EA, the main difference there is how they compress anim tracks, and that the Root Bone they have for some reason is mirrored on the axis. And the meshes for this particular game were extracted upside down, I just reflect them on axis too.

DramaDesu avatar Dec 22 '22 13:12 DramaDesu

Maybe I should rewrite the header of the pool request? To clarify.

DramaDesu avatar Dec 22 '22 13:12 DramaDesu

There are words in PR description: "Extract meshes in the right way for UE4+". This sounds like a bug fix for something. However, nobody mentioned any problems with mesh export, and I didn't see any changes in UE4-related code.

Regarding the PR, there are a few ones already, which are intended for supporting some game. I'm not merging them - I don't have any time to merge and verify them, but I'm not closing PR's either, so anyone who interested can see YOUR fork, and use it.

gildor2 avatar Dec 24 '22 17:12 gildor2