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[UE1][Skeletal Mesh][Animations] #251

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DramaDesu
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@DramaDesu DramaDesu commented Dec 24, 2021

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

Support HP2 Anims
(Still some issues with root bone rotation, but works okay)
Full support export skeletal mesh and anims from HP2
@gildor2
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gildor2 commented Dec 19, 2022

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.

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DramaDesu commented Dec 22, 2022

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

@gildor2
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gildor2 commented Dec 22, 2022

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.

@DramaDesu
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DramaDesu commented Dec 22, 2022

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.

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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.

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DramaDesu commented Dec 22, 2022

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

@gildor2
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gildor2 commented Dec 24, 2022

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.

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