Open ghost opened 5 years ago
you can test it now if you like on version 0.7. (if you already downloaded that version from github its worth to download it again)
The L and A matrix do not correspond to the bones. They are related to rest pose of meshparts and how meshparts tied to groups animate. The bones themselves are really in ... well... bones, the unknown array of 5 at the end are [unknown, bone length, bone-x, bone-y, bone-z].
While the L and A matrix must also be edited if one modifies bones (L matrix should be transformed the same as the equivalent bone and the A matrix needs another type of transform that has to be calculated from the L matrix) the bone itself is in those fields above.
Any plans on adding bone structure? Currently any major changes, like scaling, that get exported are going to get really wacky because of the bone structure staying the same.