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rag2gltf, RSM to glTF model converter


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Hii! They've updated the website with the guides
This is the current method we're using to convert a model from rsm2 to rsm
I think taking a look at the current steps may help you further advance with the program development >w<
https://browedit-fansite.blogspot.com/p/converting-rsm2-into-rsm.html

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Well, they are misaligned in the RSW file because RSM models are centered using a bounding box, while RSM2 are not centered by their bounding box. So to align them within the RSW file, you need to calculate the difference between the two.

  • Calculate the bounding box for the RSM2 file, calculate the offset between the center of it with the location in the RSW.
  • Calculate the bounding box for the RSM file, add the previous offset to the RSW file to re-align the model­.

But technically speaking, the converted RSM model is working as intended.

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On 5/25/2021 at 6:11 AM, Mina-chan said:

Hii! They've updated the website with the guides
This is the current method we're using to convert a model from rsm2 to rsm
I think taking a look at the current steps may help you further advance with the program development >w<
https://browedit-fansite.blogspot.com/p/converting-rsm2-into-rsm.html

Thanks for detailed explanations! I'll definitely use this to ease the process when I take the time (I'm pushing several projects at the same time atm so that might be in some time).

23 hours ago, Tokei said:

Well, they are misaligned in the RSW file because RSM models are centered using a bounding box, while RSM2 are not centered by their bounding box. So to align them within the RSW file, you need to calculate the difference between the two.

  • Calculate the bounding box for the RSM2 file, calculate the offset between the center of it with the location in the RSW.
  • Calculate the bounding box for the RSM file, add the previous offset to the RSW file to re-align the model­.

But technically speaking, the converted RSM model is working as intended.

Yes indeed, the way RSM1 are serialized is not quite natural (in comparison to RSM2): multiple transformations are needed to get them to their "right" position in the 3D world.

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