Thank you, OMB. After partly throwing myself at the problem of removing position keys from the a_ba model (there are lots, unfortunately) I stopped and went over absolutely everything again. I realized that I'd gone wrong in leaving the tail node attached to pelvis_g in my doctored PMH0 and once I attached it to the AuroraBase directly (and positioned at 0,0,0), the overall orientation probelms resolved themselves. So the overall orientaiton issues in the first two screenshots in my previous post have been resolved.
I say "overall orientation problems" because a new issue has cropped up regarding orientation on individual armor bits. Those bits are
positioned correctly after my fix, and that's good, but their orientation is still that of the old pieces. For instance:
All nodes are positioned correctly but since, for instance, the neck node has been moved a few game inches forward, the spinal "line" fails to point at the new neck node and instead points straight up- where the old neck node used to be.. I tried addressing this with a LookAt rotation constraint in Max on the Z-axis and it would have solved the issue...
But there's a feature of supermodeling which is normally the coolest thing around.
It tosses rotations. That's the best way I can explain it and this is the third project where I've run across this behavior. If you load up PMH0 and then select torso_g and rotate it (maybe so it looks like they're doing a deep bow), save it and load the game you'll notice your character looks fine. Import that same PMH0 and you'll see it's still just as messed up as when you saved it. Change the
position of torso_g (or anything else) and you'll see it reflected in-game.
This issue with orientation..it's "fine" at the pivot point but the farther away from the pivot point, the more pronounced the difference. Which is why it shows up so prominently at the top of the torso when the bottom of the torso looks fine- it's because the top of the toso is farthest away from the pivot point. I'm seeing similar behavior on the other armor parts.
So then, instead of touching a_ba I may have to get creative with what the body part nodes are used for or just make the first template armor in such a way that it doesn't show off the problem.
We'll see who wins that battle.
Despite this all sounding like bad news, if anyone's still reading here's a
video showing just how nicely the stuff that's working, works. That's cloak 2 and robe 5. I'll continue what I can to make sure that the cloaks remain compatible but we'll see about the bones which make up robes 5-9. Other robes have their own skeletal structure and would have to be converted separately. I'm not entirely sure that's worth it, because almost all material I'll be converting would be converted to perfectly-fitting (crosses fingers) robes, anyway.
I'm still planning on using neck as face and head as hair.
And Happy New Year to everyone!
Modifié par OldTimeRadio, 31 décembre 2011 - 10:18 .