wowgetoffyourcellphone Posted October 9, 2016 Report Share Posted October 9, 2016 (edited) Hi guy. So, I fix the "cape" prop point in the new unit meshes. I did this by hand by edit in Notepad++ (just add prop- to the name of the node). I was hoping to fix the "helmet" prop point too. I think it need to be rotated forward if you look at them in Atlas, but I am not sure of the numbers in the collada file. I am sure they represent position and rotation, but I am not sure which number is which and in what notation they are be used. <node id="prop-helmet" name="prop-helmet" sid="prop-helmet" type="JOINT"> <matrix sid="transform">1 1.10134e-13 7.27118e-9 1.13687e-13 -1.20792e-13 1 4.02331e-7 -5.96046e-8 -7.27115e-9 -4.32134e-7 1 0 0 0 0 1</matrix> </node> If I do this by hand I can just apply the same rotation to all the meshes with Notepad++ instead of importing all the mesh to Blender (a program I am not familiar with anyway, so I would probably export them wrong). Or maybe I can just give the (cape-fixed) files to someone like @LordGood or @niektb and he can fix the helmet node and export again. @Enrique Edited October 9, 2016 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 17, 2016 Author Report Share Posted October 17, 2016 See the helmet of the gentleperson on the left side of the screen: 5 Quote Link to comment Share on other sites More sharing options...
sphyrth Posted October 17, 2016 Report Share Posted October 17, 2016 They look like actions figures that I want to just collect and play with! 3 Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted October 17, 2016 Report Share Posted October 17, 2016 On 10/9/2016 at 3:38 AM, wowgetoffyourcellphone said: <...> I am not sure of the numbers in the collada file. I am sure they represent position and rotation, but I am not sure which number is which and in what notation they are be used. They are a transformation matrix (a 4x4 one), so you have to look at the numbers from your example this way: 1 1.10134e-13 7.27118e-9 1.13687e-13 -1.20792e-13 1 4.02331e-7 -5.96046e-8 -7.27115e-9 -4.32134e-7 1 0 0 0 0 1 To understand an existing matrix and construct one with required modifications applied, you have to know how matrixes for specific modification are constructed, this is a standard algebra topic and these matrixes are used in 3d graphics so you may find a lot of tutorials on the subject, one example: http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/ . But it may be not very convenient and error-prone to calculate these matrixes manually, so as you already said it may be easier to just use Blender to do modifications and re-export. Quote Link to comment Share on other sites More sharing options...
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