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Mod156 has a field called unk_13 that is a fixed array of 256 bytes. It turns out it's actually a mapping used for animations. Apparently, every index represents a hard-coded bone type.
For example, based on uPl00ChrisNormal.arc->pl0000.mod and uPl01ShebaNormal.arc->pl0100.mod, indices 16 and 20 represent the upper left and right leg respectively. This can be confirmed parsing both mod files and taking the bone indices visually when they were imported:
>>>fromalbam.engines.mtframeworkimportMod156>>>mod=Mod156('pl0000.mod')
>>>mod2=Mod156('pl0100.mod')
>>>chris_right_leg=112# taken from blender>>>chris_left_leg=117>>>sheva_right_leg=2>>>sheva_left_leg=8>>>assertlist(mod.unk_13).index(chris_right_leg) ==list(mod2.unk_13).index(sheva_right_leg)
>>>assertlist(mod.unk_13).index(chris_left_leg) ==list(mod2.unk_13).index(sheva_left_leg)
Knowing this, it would be useful for modding to classify them all and create bone groups and layers.
For example, the first layer should include the most important bone: spine, legs, arms, head bone, etc.
This way, automatic weighting can also be done in layers, refining or omitting more detailed bones.
The text was updated successfully, but these errors were encountered:
Mod156 has a field called
unk_13
that is a fixed array of 256 bytes. It turns out it's actually a mapping used for animations. Apparently, every index represents a hard-coded bone type.For example, based on
uPl00ChrisNormal.arc->pl0000.mod
anduPl01ShebaNormal.arc->pl0100.mod
, indices 16 and 20 represent the upper left and right leg respectively. This can be confirmed parsing both mod files and taking the bone indices visually when they were imported:Knowing this, it would be useful for modding to classify them all and create bone groups and layers.
For example, the first layer should include the most important bone: spine, legs, arms, head bone, etc.
This way, automatic weighting can also be done in layers, refining or omitting more detailed bones.
The text was updated successfully, but these errors were encountered: