- I say:
- hey what was that rotation issue in rose
- I say:
- like instead of w x y z it was what w x z y?
- I say:
- oh cool osrose crashed
- I say:
- General Error
- SQL ERROR [ mysqli ]
- Too many connections [1040]
- An sql error occurred while fetching this page. Please contact an administrator if this problem persists.
- Lt says:
- it was xyzw
- Lt says:
- why?
- Lt says:
- the interpreation of xyz depends on how you render it
- I say:
- spark has problems with rotation in bones, im pretty sure thats the issue
- I say:
- i dont mind helping spark lol
- Lt says:
- mData.TransMatrix *= Matrix.RotationQuaternion(
- new Quaternion(
- ((ZSCSubEntryFlagRotation)flag).f4,
- ((ZSCSubEntryFlagRotation)flag).f3,
- ((ZSCSubEntryFlagRotation)flag).f2,
- ((ZSCSubEntryFlagRotation)flag).f1
- ));
- Lt says:
- this how we do it
- Lt says:
- but
- I say:
- if show u his problem if osrose wasnt dead lol
- I say:
- he basically has this issue, vector (1,2,3) but in max he gets vector (3,1,2) or something
- Lt says:
- we do this at the end
- Lt says:
- mData.TransMatrix *= Matrix.RotationX((float)Math.PI / -2);
- Lt says:
- yeah.
- Lt says:
- its because nomally you have an xyz coordinate system where y is the height and z the depth
- Lt says:
- and in rose z is the height and y the "depth"
- I say:
- yeah cos rose is made by a bunch of drunk idiots lol
- Lt says:
- so you can either read the data in different to compensate that
- Lt says:
- or just render the crap and rotate it 90° later to make it look right
- I say:
- well since he needs to get a result in max, you have to read it upside down
- Lt says:
- doesnt matter. i was reading in the internet about that and rose way is commonly used as well
- I say:
- cos he isnt rendering an end result
- I say:
- yeah but rose are still idiots lol
- Lt says:
- the problem is still you have to apply the different read methods to all
- I say:
- well im sure spark isnt stupid lol
- Lt says:
- if you flip the vertex data readin to match in max
- I say:
- he did make a converter after all
- Lt says:
- the rotation is fucked up if you dont apply your changes there as well
- Lt says:
- well for the converter you dont need to look at the actual data
- I say:
- well if osrose comes back ill just post him the whole convo and let him deal with it
- Lt says:
- lol ok
- Lt says:
- maybe someone ddoses it lol
- I say:
- idk lol
- I say:
- too many connections can mean that
- I say:
- cos i was pretty much alone at that time
- I say:
- ooo new error lol
- I say:
- lmao
- I say:
- MySQL server has gone away [2006]
- I say:
- mysql went out to lunch
- Lt says:
- narose is firewalling whole contries now lol
- Lt says:
- countries*
- I say:
- lol
- Lt says:
- they dont need players from malaysia or china because of the high amount of hackers and zulie sellers within that players coming from there so they blocked some ip ranges
- Lt says:
- and ppl complain already lol+
- I say:
- proxy lol
- I say:
- they cant ban the whole world
- Lt says:
- psst. they dont know about proxies lol
- Lt says:
- dont tell em or they will ban everyone except their local network lol
- I say:
- lol
- I say:
- and play them selves?
- Lt says:
- and they removed my rant thread
- Lt says:
- i dunno
- Lt says:
- i did only tell the truth about their incompetence lol
- I say:
- lol
- I say:
- i got the main page up, but now it stopped loading at all
- I say:
- ddos for sure
- Lt says:
- like
- Lt says:
- mr burns apes would do a better job in coding as you
- Lt says:
- I say:
- lmao
- I say:
- did mr burn have apes?
- I say:
- **rubs head**
- Lt says:
- yeah. in some episoded he has
- Lt says:
- episodes
- Lt says:
- for storywriting or so
- I say:
- oh yeah i remember
- Lt says:
- at least krusty has some
- I say:
- crusty has one
- I say:
- that acting monkey
Slowly working on a full editing solution for the 3D models for ROSE in Blender3D.
ZMS files are imported and exported correctly now and the next milestone is importing/exporting ZMD (bones) for the models.
Thanks to all guys from RoseDevSource.com reading ZMD file is OK.
For each bone we have vector3d offset coordinates in format (x,y,z) and rotation quaternion in format (w, x, y, z).
According the explanation on the website each bone position is determined by relative offset from it's parent.
A guy from the ROSE forums, provided 3DS Max import plugin for ZMS/ZMD/ZMO, so I'm using it as additional reference during the Blender plug-in scripting.
As working model I took ALLIGATOR_BONE.ZMD file.
The first read bone is:
- Bone ID#: 0
- Parent bone ID#: 0
- Name: b1_pelvis
- Offset: Vector(0.0000, -0.0062, 0.7296)
- Rotation: Quaternion(0.0000, -0.7071, -0.0000, -0.7071)
Having this information the real position and rotation for this bone point should be:
- Position = Parent.Pos + ( Offset * Quaternion )
For the first bone there is no parent, so the Parent.Pos vector is Vector(0.0, 0.0, 0.0):
- Position = Offset * Quaternion = Vector(0.0000, -0.0062, 0.7296) * Quaternion(0.0000, -0.7071, -0.0000, -0.7071)
- Position = Vector(0.729586, 0.006200, 0.000000)
Which looks reasonable, but when I checked in 3DS Max with the same ZMD file the result is totally different:
- Position = Vector(0.0000, 0.7296, -0.0062)
I'm fighting with that for almost 4 days and still the same - different result.
If there is somebody here that can help I'll appreciate it.
I have a .... ,hm, strong knowledge in vector mathematics.
And .... I'm ashamed
Help guys ....