Updating ANIMOBJECT parameters #1949
Replies: 3 comments
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This sounds like a reasonable course of action. The current euler system is very prone to errors as it is sensitive to the order of operations. Additionally, it still shows the PS1 legacy, as the units are in degrees, multiplied by 1000 to allow using integers. A 4x4 affine transform is very well defined, with only some sacrifice of human readability, but that is less of an issue since an exporter can easily be created in blender. Old files could also be easily batch converted. |
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I do not understand anything about animation math, but if you are going to update game engine then you should also update WMIT. |
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With recent developments towards implementing animation interpolation, I think it would be prudent to update the parameters of ANIMOBJECT values. At the moment they store the frame and a simple 3x3 matrix. However, if advanced interpolation is to ever be accomplished, I think it would be found that Eulers are an inadequate method of representing rotation values. Therefore, updating the transform data stored to a 4x4 matrix in order to use Quaternions seems to me a sensible course of action.
An additional parameter for interpolation per frame I think would also be ideal, as opposed to being a single value near the top of the file determining if all frames are interpolated. Then you could at least theoretically use various interpolation types where and when you want them. (Linear, bezier, constant, etc.)
(Tagging artists I know of for additional thoughts/suggestions on format updates)
@MaNGusT-
@Jorzi
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