supertuxkart-sourceforge-migration / stk-migration-test

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Twisted crescent crossing ghost #50

Open supertuxkart-sourceforge-migration opened 10 years ago

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria

The ghost of crescent crossing, when seen in STK, is not quite as seen in blender, it's kind of twisted

Migrated-From: https://sourceforge.net/apps/trac/supertuxkart/ticket/101

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Found something.

In blender, the armature is at approximately (-50.5, 5, -25.8) on the first frame.

A disassembly of the B3D file revealed that the locations of the bones are :

    NODE
        Name: Bone.001
        Position: (-50.45, 5.50, -25.84)
    NODE
        Name: Bone.002
        Position: (0.00, 0.82, 0.00)
    NODE
        Name: Bone.003
        Position: (-50.45, 5.50, -25.84)
    NODE
        Name: Bone.004
        Position: (0.00, 0.91, 0.00)
    NODE
        Name: Bone.005
        Position: (-50.45, 5.50, -25.84)
    NODE
        Name: Bone
        Position: (-50.45, 5.50, -25.84)

So quite obviously saving in local coordinates fails for some bones

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Unfortunately fixing this doesn't correct the ghost from being twisted :( will open a new ticket

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Applying scale and rotation and moving the ghost to (0,0,0) fixed the twisting. So there is a problem with transformations here.

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria ... oh and I exported in world coords when doing this, not space coords

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Actually, r10396 and r10397 do mostly fix the issue!!! Now the problem is that the ghost is upside down. The IPO exports a rotation of 180 degrees, which is right in blender, this rotation is indeed there, but this rotation makes the ghost upside down in STK, weird

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Figured it : we export in local space coordinates, where the ghost is up. But the armature for some reason was made upside down.

The solution,I believe, would be that when we export an object that has an armature in local space, we transform the mesh in the space of the armature.

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Fixed in r10398 and how to avoid the issue documented at http://supertuxkart.sourceforge.net/Separate_or_Animated_Objects#Rationale . So while there is still an issue in the exporter it's now known and documented how to avoid.

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria The problem and its workaround are known and documented so no release-blocker.