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(MM Models) Masks appear in the wrong place #5
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Thanks for reaching out @MoriyaFaith! A working example you can reference right away is TP Link, which you can find in the And here is how the Iron Boot is configured (screenshot + explanation):
Much like the Iron Boots, masks are anchored to bones using matrices. Which bone is referenced by which matrix depends on two things:
The latter is especially important when dealing with player skeleton replacements. As an optimization, bones without meshes assigned to them will not have matrices generated for them. This can lead to unexpected results regarding the matrix stack. Returning to the TP Link example, you'll notice that certain limbs in the skeleton have placeholder triangles assigned to them. For instance, he doesn't have a torso or hat mesh, but triangles are used in place of these. This is to guarantee the matrix stack remains in the same order the game expects. These triangles are discarded during the conversion process because they have "empty" materials assigned to them, so they don't appear in-game. However, the game still treats them as if meshes were assigned to them, and as a result, the matrix stack remains identical to what the game expects. But you don't have to manage your triangles this way. You can opt for infinitesimally small triangles that the player won't be able to see instead. With all of that said: when doing a player model replacement, there are certain bones that the game expects meshes to be assigned to, and certain bones that it doesn't. If you happen to accidentally assign the Try vetting your model against the TP Link sample file, or comparing the steps you followed to those in this tutorial: https://old.z64.me/guides/new-blender-play-as.html If you're still having difficulty, feel free to upload your Happy importing! 🥳 🎈 |
Also, I've provided the .blend file in case that might have effected anything. It's at https://github.com/MoriyaFaith/Z64O_Models/blob/main/Saria/adult/object_link_boy_new.blend. |
Upon inspecting your model, the culprit may be the
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That did not seem to work. |
So me and z64me debugged this. It's something to do with z64convert and/or objex2. Theres nothing we can do atm to repair this issue, as the bug doesn't happen under the old pipeline |
When a model is converted from objex2 to zobj by z64convert, something happens where masks in MM get attatched to the wrong place, being located at the base of the neck rather than the head. I know this isn't an issue with my model since a template for MM models (admittedly made for the old pipeline) has the same effect. This could also be an issue with the Objex2 exporter, since zzconvert also seemed to caused this problem, but I'm putting the issue here to at least have it get looked at in some regard.
Here's some images for reference.
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