Its not obvious...4 floating point values in a row? Quaternion.

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Its not obvious...4 floating point values in a row? Quaternion.
But is it necessary for replicating the bz1 razor movement in bz2, or if I added it as part of the forward/reverse animations, would the game know when to play them?MrTwosheds wrote:It is a bit, frankly I would not recommend manual editing of the actual values, animating programs are better for that. You can however move entire columns of values around to change which axis it rotates about.
3dex can convert an xsi to 3ds for importing, animations don't survive though. 3dex is really useful for viewing/notepad editing animations.yes, most people have focused on an exporter, but the real need was/is an importer.
They can, but due to the way they are used quickly in bz2 there is not much point. They tend to get interpolated away. The best way to make them complex it to animate multiple frame objects or combine with skin animations.I wonder if the turning animations can be more complex than just 1 frame per direction.
This means you could effectively create a set of animation XSIs that any BZ1 based model could use in BZ2 and work perfectly. When the MSH is made the animations (and just the animation portion) is taken out of the models listed in the ODF and merged with the static mesh also listed in creating the MSH.General BlackDragon wrote:In BZ1, strafing sideways made a "ror" piece on the back tilt left or right. and turning left/right made fins tilt forward/backward, but these two actions were independent from each other.
A little more broken down:General BlackDragon wrote:Of all the people to mis understand, its you?
In BZ1, Strafe animation is different from Turn animation.
In BZ2, they're combined.