Thursday, April 29, 2010

Hey Bro, Nice Camera!

So Tuesday night I stumbled upon the largest problem in the project to date. Our character artist made his model facing down the wrong Z axis. Initially we thought it was a problem with my camera, but after I ripped apart my camera and found there wasn't actually a problem with it, we realized the problem was with the actual model. I threw about five hours at trying to nullify the backwards model with code by: building the camera with a right handed system, negating the z axis when rendering the model while reversing the wind order, but none of these seemed to fix the problem all the time.

Not to mention this also made for some interesting problems with translating the model and having the camera go in the opposite direction (since the model was not being drawn where it existed in world space.) Realizing that trying to get the model to render properly in game would alter more than just the three systems I mentioned, we decided to get Carlos' opinion on the matter. We evaluated the risks both changing the code or changing the model, and it was easy to see that fixing the actual model would be far less of a problem down the line. This however meant that most of the work our character artist's work (100+ hours) needed to be redone.

The next day we told the artist that the model had been done facing the wrong z, and at first he was angry that we couldn't fix it on our end. Luckily however, he found a way that he could do some kind of voodoo in Maya and get it working in a fraction of the time it took him to start from scratch which was good.

Anyways though, the camera code still needs some attention, so I'm focusing on that now.

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