The rotation points of each submodel in Mario's model - Printable Version +- SM64Hacks ( https://sm64hacks.com)+-- Forum: SM64 Hacking ( https://sm64hacks.com/forumdisplay.php?fid=3)+--- Forum: Questions ( https://sm64hacks.com/forumdisplay.php?fid=11)+--- Thread: The rotation points of each submodel in Mario's model ( /showthread.php?tid=3504) |

The rotation points of each submodel in Mario's model - thegreatduck - 08-28-2018
Hello, So I am trying to determine the points (the xyz coordinates in space) where each joint rotates about in Mario's model. I found a model on the modeler's resource but it is an obj and doesn't contain joint information. Does anyone know where to find this joint information? I am attempting to do some stuff with the models but it is not real easy for me to find. I imagine the joins are probably at vertices in the model, but I do not know for sure. I've been looking everywhere for such a list. If anyone could find those values for me that would be heavily appreciated. I attached the model below for reference. I cannot determine using the game the exact coordinates and I would prefer to know this. It will helpful in what I am attempting. It is an obj format model but I changed it to a .txt file because that is safer for your computer and also it prevents the forum from yelling at me that it cannot preview the file or something to that effect. (P.S. if anyone knows the same for Bowser that would also be useful for me to know as well.) RE: The rotation points of each submodel in Mario's model - thegreatduck - 08-30-2018
So I was able to find a model with the bones and compare it to the model on modeler's resource. The problem is this. Mario's points in that model are on an integer grid with an interval of 0.047 or something like that. The rotation points are not. Computing the transformation from one submodel to another is messy at best and wouldn't give me whole number matrices that wouldn't introduce error. So one solution would be to find the magic linear combination of points in each submodel that exactly add up to the rotation point and then do the same for the MR model. Unfortunately this is just too difficult. So the obvious solution is to just use the other model I found which had bones in it. No idea on Bowser though. I'll keep digging. |