RPCS3 T-Pose (local space)
Added 2024-08-18 20:55:29 +0000 UTCTo switch to T-Pose output in RPCS3 next parameters should be set in vk_config.xml
bDiscardOrthoMesh = "false"
bRCPS3hint = "true"
bRCPS3Tpose = "true"
bRCPS3TposeGLTFNormals = "true"
Last parameter set "NORMAL" id in GLTF files to attribute which named "in_normal" in RPCS3 vertex shaders (not always defines normals)
Note: For version 0.9.5 NR-files should be loaded in world space with identity matrix.
Note: 3d models will in t-pose if game send them to vertex shader in t-pose. Also the parts of body maybe fragmented and located in the center. Or maybe transformed by game before shader.
Comments
I recently downloaded the newest version, can you send me the new code? Here is the UID enak4W9fZvpaA6C5YLsXQgz8BMvgJzSAVQBlLO1FrRrhdkGr+7SYVMNk6NsuWqKGp2PWzG/fICToZZyQoTLtxBtoVzccasQgm7m/fcTAeDzCB/Li7W+/Y5eMAfWjqWmO It for some reason still wont let me DM.
Jerry Mack Fletcher
2024-11-21 03:36:58 +0000 UTCPatreon.com/vulkanripper
tuslin
2024-08-26 13:43:07 +0000 UTCWhere are the manuals?
RavenWorks
2024-08-26 11:00:09 +0000 UTCPlease read manuals
tuslin
2024-08-26 00:52:35 +0000 UTCImporting into Blender with Import Ninja Ripper 1.5.0, "world space" produces everything flat, and "local space" produces an empty document?
RavenWorks
2024-08-25 22:58:31 +0000 UTC