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VRM1 は、XYZ_RightUpForward_RH にする #727
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#728 なおした。
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migration に bindpose の変換がありません。
0.x
と 1.x
で bindpose の値が一緒になってしまっているのは、どこかがバグっていると思われます。
正規化された VRM でも bindpose は移動行列相当になっているので、モデルが回転している以上は変わるはずです。
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を修正しました。 |
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おつかれさまです。ヤバげな要素直接操作部分はコメントしたほうが良さそう
@@ -148,7 +148,7 @@ public static Matrix4x4 ReverseX(this Matrix4x4 m) | |||
if (m.IsOnlyTranslation()) | |||
{ | |||
var ret = m; | |||
ret.M43 = -ret.M43; | |||
ret.M41 = -ret.M41; |
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コメントを書いたほうが良さそう
@@ -106,9 +106,9 @@ public static Matrix4x4 Matrix4x4FromRotation(Quaternion q) | |||
|
|||
public static Matrix4x4 RotateY180(this Matrix4x4 m) | |||
{ | |||
var t = m.GetColumn(3); | |||
var t = m.GetRow(3); |
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ここもできればなんらか書いておいたほうが良さそう
BitConverter.ToSingle(array, start + 52), | ||
BitConverter.ToSingle(array, start + 56), | ||
BitConverter.ToSingle(array, start + 60)) | ||
BitConverter.ToSingle(array, start + 16), |
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ここも…w
行ベクトル
メモリレイアウト
これは GLTF のメモリレイアウトと同じです。 https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment |
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よさそう
vrm-c/vrm-specification#205
vrm0 は 座標変換で x, y, -z してたが、
vrm1 は 座標変換で -x, y, z する。