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Research bounding box parameters used by the GR2 models #41

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Duckwhale opened this issue Dec 10, 2021 · 1 comment
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Research bounding box parameters used by the GR2 models #41

Duckwhale opened this issue Dec 10, 2021 · 1 comment

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@Duckwhale
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I think they're somehow used to calculate the final position during (or possibly after) binding each mesh to its assigned bones. I haven't done this and the Archer Guardian model looks off, with its shoulder plates "flying" above where they should be located.

image

The bones of the shoulder similarly aren't quite right (too far up), and there's some sort of "placeholder" mesh (rigid, not skinned) that appears to be omitted, but would technically be attached to the shoulders if it were to be rendered.

More info/time for research is needed. As of yet, the spec can't be complete before I've found out what I'm missing.

Unfortunately this might be very difficult to resolve, which is why I'm putting it here as a reminder so that I can continue with #40 in the meantime.

@Duckwhale
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The rendering issue pictured is actually unrelated to the bounding boxes, which seem to be redundant/not useful for rendering the models. My best guess is that they could be intended for LOD/collision computations, but since those don't exist in RO... all of this is obsolete.

The placeholder meshes are seemingly put in there by 3DS Max with the goal of helping authors place the bones correctly while editing. God Gravity only knows why they're not removed in the files that ship with the game 😖

@Duckwhale Duckwhale removed this from Vague and distand future (Backlog) in Timeline Dec 19, 2021
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