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I have searched for duplicate or closed bug reports
I understand that I am supposed to provide my own legitimately obtained copy of the game
Describe the Bug
There are rounding errors for the locations of bones in animations, despite not appearing in Blender or a GLB viewer.
In this example, the animation pose had the meshes sit flush against each other, starting at negative offsets like - 15, - 10, -5, and using + 5 increments on the Z axis to achieve a completely flat re-alignment, but, in OpenGOAL it is off:
It would be good if this file could be changed so the bone locations are not stored as integers:
The degree to which they are off seems like it's within the range of 4096.XX
How To Reproduce
Offset bones in an animation (this was a skeleton without collision meshes) so they begin at position - 5 on the Z, then animate to sit at + 5 on the Z, the animation won't exactly align to that location. This was dealing with location changes, without scale or rotation.
Does this problem occur on original hardware or PCSX2?
Yes, it's unique to OpenGOAL
Expected Behavior
Animations should match the GLB file locations
Environment Information
OpenGOAL v0.2.21
Blender 4.3.2
Game Version
NTSC 1.0 (black label)
Have you set the game to something other than 60fps?
No
The text was updated successfully, but these errors were encountered:
Acknowledgements
Describe the Bug
There are rounding errors for the locations of bones in animations, despite not appearing in Blender or a GLB viewer.
In this example, the animation pose had the meshes sit flush against each other, starting at negative offsets like - 15, - 10, -5, and using + 5 increments on the Z axis to achieve a completely flat re-alignment, but, in OpenGOAL it is off:
It would be good if this file could be changed so the bone locations are not stored as integers:
constexpr float kTransScale = 4.f / 4096.f;
s16 data1[3];
for (int i = 0; i < 3; i++) {
data1[i] = s16(trans[i] / kTransScale);
}
u32 data2[1];
memcpy(data2, data1, 4);
frame->data32.push_back(data2[0]);
frame->data16.push_back(data1[2]);
The degree to which they are off seems like it's within the range of 4096.XX
How To Reproduce
Offset bones in an animation (this was a skeleton without collision meshes) so they begin at position - 5 on the Z, then animate to sit at + 5 on the Z, the animation won't exactly align to that location. This was dealing with location changes, without scale or rotation.
Does this problem occur on original hardware or PCSX2?
Yes, it's unique to OpenGOAL
Expected Behavior
Animations should match the GLB file locations
Environment Information
OpenGOAL v0.2.21
Blender 4.3.2
Game Version
NTSC 1.0 (black label)
Have you set the game to something other than
60fps
?No
The text was updated successfully, but these errors were encountered: