Fix for leg jankyness. Added PBBNCCTTX shader

This commit is contained in:
dexy
2019-11-10 02:01:52 +11:00
Unverified
parent 639bebbc75
commit 918ed7fccf
7 changed files with 141 additions and 10 deletions
+47 -6
View File
@@ -537,27 +537,68 @@ namespace CodeWalker.Rendering
bone.AnimRotation = q;
break;
case 2: //scale?
v0 = aseq.EvaluateVector(f0);
v1 = aseq.EvaluateVector(f1);
v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
bone.AnimScale = v.XYZ();
break;
case 5://vector3...
//v0 = aseq.EvaluateVector(f0);
//v1 = aseq.EvaluateVector(f1);
//v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
//bone.AnimScale = v.XYZ();
case 5://root motion vector
if (bone.Tag != 0)
{ }
//v0 = aseq.EvaluateVector(f0);
//v1 = aseq.EvaluateVector(f1);
//v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
//bone.AnimTranslation += v.XYZ();
break;
case 6://quaternion...
case 6://quaternion... root rotation?
if (bone.Tag != 0)
{ }
//q0 = new Quaternion(aseq.EvaluateVector(f0));
//q1 = new Quaternion(aseq.EvaluateVector(f1));
//q = interpolate ? Quaternion.Slerp(q0, q1, falpha) : q0;
//bone.AnimRotation *= q;
break;
case 7://vector3... (camera position?)
break;
case 8://quaternion... (camera rotation?)
break;
case 27:
case 50:
case 134://single float?
case 136:
case 137:
case 138:
case 139:
case 140:
if (bone.Tag != 0)
{ }
break;
default:
break;
}
}
for (int i = 0; i < bones.Count; i++)
{
var bone = bones[i];
var tag = bone.Tag;
switch (bone.Tag)
{
case 23639: tag = 58271; break; //RB_L_ThighRoll: SKEL_L_Thigh
case 6442: tag = 51826; break; //RB_R_ThighRoll: SKEL_R_Thigh
//case 61007: tag = 61163; break; //RB_L_ForeArmRoll: SKEL_L_Forearm //NOT GOOD
//case 5232: tag = 45509; break; //RB_L_ArmRoll: SKEL_L_UpperArm
}
if (tag != bone.Tag)
{
var obone = bone;
if (skel.BonesMap.TryGetValue(tag, out obone))
{
bone.AnimRotation = obone.AnimRotation;
}
}
}
for (int i = 0; i < bones.Count; i++)
{
var bone = bones[i];