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[Build Actor] Animations cause artefacts/jitters on 180 degree rotations #3786

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Grateful-Forest opened this issue Nov 30, 2024 · 1 comment · Fixed by #3794
Closed
2 tasks done

[Build Actor] Animations cause artefacts/jitters on 180 degree rotations #3786

Grateful-Forest opened this issue Nov 30, 2024 · 1 comment · Fixed by #3794
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@Grateful-Forest
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Grateful-Forest commented Nov 30, 2024

Acknowledgements

  • I have searched for duplicate or closed bug reports
  • I understand that I am supposed to provide my own legitimately obtained copy of the game

Describe the Bug

Important issue as it affects the majority of animations and collision meshes.
Occurs as any bone passes a rotation of 180 degrees, and messes with the collision mesh functionality for a single frame as well as a large visual stutter.
Will happen on rotations travelling on either axis, and isn't related to interpolation or not, as you can manually assign animation frames and still get the artefact.
The movement and moment of the artefact looks like the following:
Image
This means you cannot have a spinning object (completing a full rotation) without an artefact, it also affects gameplay as the collision mesh will break in that moment, making spinning objects for gameplay purposes unfeasible.

How To Reproduce

Set the rotation of a bone in an armature (on the panel on the right hand side of the 3D view) to move past the number "180" and record a movement past this number by recording the rotation to a keyframe.

Does this problem occur on original hardware or PCSX2?

Yes, it's unique to OpenGOAL

Expected Behavior

Viewing the animation either in Blender or a GLB file viewer does not contain the artefact.
Also messes up Jak's movement as it affects the collision mesh rotation as well.

Environment Information

Blender 4.0

Game Version

NTSC 1.0 (black label)

Have you set the game to something other than 60fps?

No

water111 added a commit that referenced this issue Dec 7, 2024
…#3794)

Fixes the issue with animations doing a full 180 degree rotation and
disappearing. The quaternions in the GLB export "flip", and when
interpolating animation frames in between a flip, we got bogus
quaternions.

Fixes #3786

Also fix a crash in `goalc` when using merc models without any
materials.

Co-authored-by: water111 <[email protected]>
@water111
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water111 commented Dec 7, 2024

I think this is fixed now by #3794, thanks for the detailed report of the issue.

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