Describe the bug
This is very bizarre, but it happens consistently with the .PSAs I import from this game (Deceive Inc). For whatever reason, the left ear bones (always called l_ear_int across all .PSKs from the game) are always rotated in the total wrong direction. To fix it, I have to copy and paste the pose from r_ear_int flipped on the X axis. Multiple poses and multiple meshes always yield this result.
To Reproduce
Steps to reproduce the behavior:
Import .psk and .psa from game
Go to Action Editor to view the .psa on the related armature
Go back to layout; the left ear will be visibly flipped and in the wrong position
To correct its position, copy and paste the pose from the right ear flipped on the X-axis
Expected behavior
The .PSAs import with all bones oriented in the correct direction for the pose to work.
Screenshots
Armature with .PSA applied to it; left ear is visibly inverted
Corrected left ear position by copying and pasting right ear's position
Different mesh using different .psa, same issue
Files
Any .psk and .psa from Deceive Inc should yield this issue.
Additional context
The .PSKs and .PSAs are extracted directly from the game using FModel; UModel is not used.
Versions Blender: 4.1.1 io_scene_psk_psa: 7.0.0
Describe the bug This is very bizarre, but it happens consistently with the .PSAs I import from this game (Deceive Inc). For whatever reason, the left ear bones (always called l_ear_int across all .PSKs from the game) are always rotated in the total wrong direction. To fix it, I have to copy and paste the pose from r_ear_int flipped on the X axis. Multiple poses and multiple meshes always yield this result.
To Reproduce Steps to reproduce the behavior:
Expected behavior The .PSAs import with all bones oriented in the correct direction for the pose to work.
Screenshots Armature with .PSA applied to it; left ear is visibly inverted Corrected left ear position by copying and pasting right ear's position Different mesh using different .psa, same issue
Files Any .psk and .psa from Deceive Inc should yield this issue.
Additional context The .PSKs and .PSAs are extracted directly from the game using FModel; UModel is not used.