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[UE1][Skeletal Mesh][Animations] #251
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Support HP2 Anims (Still some issues with root bone rotation, but works okay)
Full support export skeletal mesh and anims from HP2
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! |
And should I remove math operations from FAnimVec? |
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. |
I will try to address any problem areas in the code. |
Maybe I should rewrite the header of the pool request? To clarify. |
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. |
Supporting of exporting HP2 Animations
Extract meshes in the right way for UE4+