dtzxporter / cast

An open-source container for models, animations, and more.
MIT License
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Importing animations results in odd location values for moving parts #58

Closed PalindroneV2 closed 5 months ago

PalindroneV2 commented 7 months ago

Importing animations results in odd offset values for magazines/bolts/other moving parts

AUG files imported from Black Ops 1 using Greyhound image

dtzxporter commented 7 months ago

cc @echo000 and @dest1yo

PalindroneV2 commented 6 months ago

I should ask, is this issue at all new? Should I go back and test on another version of blender/another build of CAST? Currently I've got Blender 4.1 (latest on steam) and CAST 1.40 so I've got no clue if this specific combination is broken and another builld/verion is totally fine.

I've been able to get around the issue with the weird offsets by using the graph editor to move around the keyframes but i've hit walls like the shells for this BO1 Python where the totally netural pose has them completely discarded but the idle needs them offset inside the cylinder.

Neutral image Imported idle animation with no changes (hid the meshes for other gun parts for visibility) image

dtzxporter commented 6 months ago

One of the things about cod specifically is that no one is dedicated to working on it anymore, there are certain cod features that cast has, that are necessary for certain animations.

Cast is tested by myself against games I'm actively involved with.

dtzxporter commented 5 months ago

This is currently being investigated. It will require an update to both the Cast plugins, and Greyhound once the feature has released.

dtzxporter commented 5 months ago

This is now fixed on the Cast side, it needs to be fixed on Greyhound as well.

dtzxporter commented 5 months ago

The fix for Greyhound is pending, I'm going to close this issue, if you have any new problems please create a new issue.