Star Citizen Transforms slightly off
Baconator650 opened this issue · 6 comments
Here is a better example:
Red=CGA exported via Bulkhead's modded engine
Black=.cga exported via cgf-converter.
Notice that objects have the same position as a helper/dummy with the same name. The mesh may potentially be pulling the wrong position from the dummy, rather then the correct mesh.
Those pics do a great job of showing the problem. Thanks for collecting them.
I'll have to dig into the details of the dummy nodes. I think there is usually one per mesh, and if they have slightly different positions, that could explain it. Do you see any issues with scaling or rotation, or is it all position?
The UI screen meshes will have scaling issues. And there are a few rotation issues about 5-10% of the time.
Ventorvar did some research into the issue and notice some "bad math", but hasn't had the time to really look into the issue.
And the MSR has some rotational issues. Fix is simple of matching the meshes rotations to its parent node.
One of the weird things about SC models is that the scaling isn't part of the transform model (Dymek figured this out I believe). Instead, I've been calculating it using the bounding box. I wonder if that's been the source of this issue. I haven't poked around in this more, but if there is a bad math component, I'd love to hear more and get this fixed.