-
-
Notifications
You must be signed in to change notification settings - Fork 489
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[UE1][Skeletal Mesh][Animations] #251
base: master
Are you sure you want to change the base?
Conversation
Support HP2 Anims (Still some issues with root bone rotation, but works okay)
Full support export skeletal mesh and anims from HP2
Just a quick comment for your code. I'm not doing any math with FVector/FQuat directly. These types are mirrored in "Core/Math..." files, as CVec3/CQuat etc, and all of the math stuff is there. This is just "historical" stuff, when I started the project (16 years ago?) I've reused math from another my project. |
Hello! |
And should I remove math operations from FAnimVec? |
I just see a lot of "questionable" code. And it's unclear what did you mean with "Extract meshes in the right way for UE4+" - I don't see any UE4 code at all. |
It means for orientation of a look of a mesh, if you give a time, I'll provide examples. |
I will try to address any problem areas in the code. |
Maybe I should rewrite the header of the pool request? To clarify. |
There are words in PR description: "Extract meshes in the right way for UE4+". This sounds like a bug fix for something. However, nobody mentioned any problems with mesh export, and I didn't see any changes in UE4-related code. Regarding the PR, there are a few ones already, which are intended for supporting some game. I'm not merging them - I don't have any time to merge and verify them, but I'm not closing PR's either, so anyone who interested can see YOUR fork, and use it. |
Supporting of exporting HP2 Animations
Extract meshes in the right way for UE4+