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I'm a bit surprised you need to eyeball the perspective. Shouldn't the transformation matrices be scrapeable, let alone grabbing the raw vertex data?
by jayd16 2y ago
I'm a bit surprised you need to eyeball the perspective. Shouldn't the transformation matrices be scrapeable, let alone grabbing the raw vertex data?
- jsheard 2y agoThe raw vertex data for the character probably has them in a fixed T-pose, which isn't what you want either. If the engine does skinning in the vertex shader then you'd need to capture the output of that to easily get the actual pose, but perspective is applied at the same time, and you'd need to do some digging to find the matrix to undo that. Newer engines tend to do skinning in a compute shader and write the posed vertices out to memory instead but GW2 is probably too old to be doing that.
- jayd16 2y agoPresumably, the model, the bone values and the projection matrix are all passed to the draw calls being examined. You're right that its perhaps easier to eyeball the final verts than attempting to reverse-engineer the skinning setup but I would be surprised if it was all that much effort to find the projection matrix and apply the inverse to the final verts. Well, perhaps a process improvement for anyone so inclined to do the digging.
- pndy 2y agoGW2 utilizes GW1 engine with few modifications - Havok was used to provide 3d rag-doll animations. Over last 12 years they did all sorts of small upgrades pushing a little bit into modern times - 64bit client was released (or rather had to be) and they moved from DX9 to DX11