07-24-2024, 06:26 PM
If case you're not aware, when you connect your model toy (pose edit) to the "free zone", the game add a 90z rotation to your toy.
This cause the toy to be wrongly oriented.
Modders fix to this was to add a rotation in the scene file of their addon-on toy to cancel the extra rotation caused by the game.
This work...but the toy orientation will be broken on all other zone.
Anyway, I discovered the source of the problem.
\Scenes\Shared\Body\anim01.bs
Can you spot it?
Yep, all our trouble cause by two little -90!
Replace them by 0 and we are done
This cause the toy to be wrongly oriented.
Modders fix to this was to add a rotation in the scene file of their addon-on toy to cancel the extra rotation caused by the game.
This work...but the toy orientation will be broken on all other zone.
Anyway, I discovered the source of the problem.
\Scenes\Shared\Body\anim01.bs
Code:
AnimationLibrary :local_1404 . {[/color]
[color=#000000]AnimationLibrary.EndTime F64(5);[/color]
[color=#000000]AnimationLibrary.Curve [ SplineVector3f :local_1405 , SplineVector3f :local_1406 ];[/color]
[color=#000000]AnimationLibrary.GroupPort Array_I32 [ 0, 1];[/color]
[color=#000000]Object.Name "Model01:freetool_group01Clips1__poseEdit_init153Source";[/color]
[color=#000000]};[/color]
[color=#000000]SplineVector3f :local_1405 . {[/color]
[color=#000000]SplineVector3f.KeyValue Array_Vector3f [ (0, 0, -90), (0, 0, -90)];[/color]
[color=#000000]SplineVector3f.KeyTangentIn Array_Vector3f [ (0, 0, 0), (0, 0, 0)];[/color]
[color=#000000]SplineVector3f.KeyTangentOut Array_Vector3f [ (0, 0, 0), (0, 0, 0)];[/color]
[color=#000000]SplineBase.KeyTime Array_F32 [ 0, 5];[/color]
[color=#000000]};
Can you spot it?
Yep, all our trouble cause by two little -90!
Replace them by 0 and we are done
Code:
SplineVector3f :local_1405 . {[/color]
[color=#000000]SplineVector3f.KeyValue Array_Vector3f [ (0, 0, 0), (0, 0, 0)];[/color]
[color=#000000]SplineVector3f.KeyTangentIn Array_Vector3f [ (0, 0, 0), (0, 0, 0)];[/color]
[color=#000000]SplineVector3f.KeyTangentOut Array_Vector3f [ (0, 0, 0), (0, 0, 0)];[/color]
[color=#000000]SplineBase.KeyTime Array_F32 [ 0, 5];[/color]
[color=#000000]};
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