Comments (7)
The animation format for these was a simpler version of XC3's, I pushed an update for these. Do note that I won't fix skinning issues for now as the way to handle it properly is quite convoluted and I'm moving on to other projects.
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It works for main characters & enemies, broken for objects, npc, and weapons for DE. Good enough for now.
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Let's keep this open even if I don't end up fixing things immediately, it makes things easier to track.
I'll take a quick look at these and see if it's easy enough to fix, I only tested on a few main characters for both.
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I took a quick look, there were some issues for the chr auto-load for some weapons, should be fixed with a better approach. NPCs are indeed not working, but I don't have the time/motivation to troubleshoot why for now, PRs are welcome.
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Armu family animations in particular are very broken.
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I got back to working on XC this week for a personal XC1DE project. I was able to take a proper look at those broken animations and fix several issues in 7728119 :
-new semantic I never saw before
-some animation data was in model space, for better precision
-some animations had an internal bone remap which is name based, which allows them to share anims between species. Hence why some of them were so broken
I eventually plan to have proper skinning but I'm done for now, I'll go back to the franchise in several weeks again most likely for XC2.
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Errors on certain XCDE files(using 77281191):
en070101-en070106, en150104(square plane)
line 848, in LoadModel
ofs, size, stride = vBufferInfo[skinBufferInfo[2]][:3]
UnboundLocalError: local variable 'skinBufferInfo' referenced before assignment
en110100, np020000(wii models)
line 664, in LoadModel
assert 0
AssertionError
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