SE2Dev / io_anim_seanim

SEAnim Plugin for Blender
MIT License
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Removed scale constant (Change in spec) #6

Closed dtzxporter closed 5 years ago

dtzxporter commented 6 years ago

Removed scale constant in preparation for 'unitless mode'

dtzxporter commented 6 years ago

I mean remove the retarded blender conversion thing you do, Maya plugin already doesn't change the data @SE2Dev

SE2Dev commented 6 years ago

So are we just going unitless in general or what?

dtzxporter commented 6 years ago

You need to transfer the scale shit to blender-cod (import/export) and remove it from io_scene_seanim, so that people using SEAnims in a non-cod context are allowed to import correctly.

SE2Dev commented 6 years ago

I already added scale support to Blender-CoD - unfortunately the way Blender implements scene-wide unit scaling makes things like this a bit complicated. Unless I remove all scaling code from both Blender-CoD and io_seanim, there's no way to gaurantee that an animation and model are currently using the same units.

SE2Dev commented 6 years ago

Even if I were to remove all scaling code from both, it still wouldn't necessarily ensure that a given seanim would import correctly on a model that was loaded using another importer that applies its own scale.

dtzxporter commented 6 years ago

Then you need to remove it from seanims at the minimum because it breaks compatibility with anything.

SE2Dev commented 5 years ago

I've made various considerations, and have decided that the current scaling implementation for Blender-CoD is no longer necessary, and can should be replaced by a simpler, and less intrusive design. As a result of this, using the scale constant that I had previously been using in io_seanim should no longer be necessary as well (which is especially noteworthy since it was breaking certain animations).

Do you think we should keep the scale factor in the file format spec, or simply drop it all together?

dtzxporter commented 5 years ago

Just drop it IMO