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[SM64] Geo Layout Export Node Optimization #245
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[SM64] Geo Layout Export Node Optimization #245
jesusyoshi54
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…ing to place fMesh in parent node if skinned mesh is the first child
…ode, now all transform nodes simply begin at the geo layout root as god intended
Yanis002
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Dec 28, 2024
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I'm not an expert of this game but I can still review code so here we are, most comments are just function type hints and use is None/is not None when needed
Lilaa3
requested changes
Apr 17, 2025
Co-authored-by: Lila <lilaa3public@gmail.com>
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This branch is omitting important commands to connect armatures using vertex stripping, breaking most animated actors |
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Start nodes are removed unless explicitly placed by the user, now all geo nodes simply start with the root node of the object/bone placed by the user.
I also optimized skinning to combine the skinned mesh into the previous geo layout node if there was no nodes in between the previous animated bone and the child, instead of placing that skinned mesh in its own display list node.
I tested this on mario and a few other object geo layouts and exports did not show any visible errors. Mario experienced about a 20% reduce in line count.