Bones
Right now we're naming them as-is. In the TPL these are always follow the naming scheme b_BONENAME.
A user pointed out that the bone names are seemingly identical to the base Halo 2 bones, except the original bones aren't prefixed with the b_. Ripped animations apparently work, but the user needs to rename all of the bones to remove the b_ prefix.
Meshes
Saber mesh objects can be children of other mesh objects. This is often the case with LODs. The LOD meshes are usually just named something like "lod1", so in the mesh list you couldn't really tell what they were unless you hid/removed them.
To combat this, we did a few things for the beta release:
If we detected that a mesh was a child of another mesh, we renamed them to {ParentName}_{ChildName}, which would result in lod1 becoming Parent_lod1. I think that's fine.
Some mesh names were still duplicates. Because of that, as well as to aid in debugging, we also added the Object ID to the end of each mesh name as a suffix.
Some mesh/bone names are already prefixed with an underscore. A user reported this, but I'm not entirely sure it's much of an issue. It's annoying to look at, sure, but upon stable release I'd like to make the exported model as accurate of a representation to the game model as possible. It's still something to consider though.
Actions
(Add option to?) fix bone names on export by removing the prefix
Investigate a better naming system
This might turn into an architectural code debt with Index. It would be better to rework the current ConvertModelToAssimpSceneProcess into a modular system with an intermediary format so that we don't run into issues down the road.
Bones Right now we're naming them as-is. In the TPL these are always follow the naming scheme
b_BONENAME
. A user pointed out that the bone names are seemingly identical to the base Halo 2 bones, except the original bones aren't prefixed with theb_
. Ripped animations apparently work, but the user needs to rename all of the bones to remove theb_
prefix.Meshes Saber mesh objects can be children of other mesh objects. This is often the case with LODs. The LOD meshes are usually just named something like "lod1", so in the mesh list you couldn't really tell what they were unless you hid/removed them.
To combat this, we did a few things for the beta release:
{ParentName}_{ChildName}
, which would result inlod1
becomingParent_lod1
. I think that's fine.Some mesh/bone names are already prefixed with an underscore. A user reported this, but I'm not entirely sure it's much of an issue. It's annoying to look at, sure, but upon stable release I'd like to make the exported model as accurate of a representation to the game model as possible. It's still something to consider though.
Actions
ConvertModelToAssimpSceneProcess
into a modular system with an intermediary format so that we don't run into issues down the road.