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Wind Waker: Link now appears in cutscenes (Neat!!) #732
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This is based off of the logic from Jasper's E4_WWZAT_b2 branch. Currently, we must manually set the translucency to false for the first eye alpha mask. When it's true (as it is in the BMD) noclip will always render it after the rest of the opaque body. I suspect something is not quite lining up with the game regarding how we're handling translucency sorting...
Basic translation and rotation is working
For easier debugging of which animations get played during demos
- The animation data table is extracted from the original object file - This maps animation IDs to a BCK/BTP IDs
This covers most cases where Link is standing still and playing a simple animation. For instance, sleeping, scratching his head, etc.
Link now has facial animations in the Awaken demo
A leftover debug typo
The cutscene is able to set this by using ShapeID
The eyes would animate, but the masks would not, clipping some of the eyebrows in some cases (and removing the alpha blending)
Almost all the demos expect the actor to be available
…sMoveFromFootPos()
Link now snaps to the ground when walking/dashing. When in the tool demo mode (position data coming straight from the STB file), ground snapping is handled as expected based on the animation mode.
themikelester
changed the title
Link now appears in cutscenes (Neat!!)
Wind Waker: Link now appears in cutscenes (Neat!!)
Nov 29, 2024
The model Ank1 wasn't being set until animBck.entry() was called in Draw. It needs to happen before model.calc() is called.
magcius
requested changes
Dec 3, 2024
magcius
requested changes
Dec 5, 2024
magcius
approved these changes
Dec 7, 2024
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This is a pretty straightforward actor implementation in d_a.ts, but I wanted to put it up as a PR because it'll require uploading a new
extra.crg1_arc
because of Link's animation table.Most of the functionality is there, still a few things to clean up. Item equipping (mostly the sword), pupil animation, etc.