@hfg2
Hey, thank you.
Looks like it can fix rotation value of eyes, cheek, upper lips or some other that is not symmetrical, should be useful to make full symmetric face. As for the nose... as you told it doesn't have the pair so you need to fix its orientation manually (yeah it is not a matter of translation so that you will not have luck zeroing the Xs). But I don't get why the developer did such a strange thing, don't you think that if all the numbers were integers, the distortion would be eliminated?
the progress
SJoint :local_56537 . {
SJoint.JointOrientation Vector3f( 88.876694, 0, -93 );
SSimpleTransform.Translation Vector3f( -0.0202144, 0, 0 );
Object.Name "Model01:Snose_jointEnd";
};
// -- SJoint :local_56537 . {
// -- SJoint.JointOrientation Vector3f( 88.876694, 0, -90 );
// -- SSimpleTransform.Translation Vector3f( -0.0202144, 0, 0 );
// -- Object.Name "Model01:Snose_jointEnd";
// -- };
SJoint :local_56535 . {
SJoint.JointOrientation Vector3f( -0.4, -88.677994, -181.4 );
SSimpleTransform.Translation Vector3f( -0.037152488, 0, 0 );
Object.Name "Model01:Snose_joint02";
};
// -- SJoint :local_56535 . {
// -- SJoint.JointOrientation Vector3f( 0, -88.677994, -180 );
// -- SSimpleTransform.Translation Vector3f( -0.037152488, 0, 0 );
// -- Object.Name "Model01:Snose_joint02";
// -- };
SJoint :local_56533 . {
SJoint.JointOrientation Vector3f( -2.1, 2.1966031, -0.6 );
SSimpleTransform.Translation Vector3f( 0.047308434, -0.10, -0.1194366738 );
Object.Name "Model01:Snose_joint01";
};
// -- SJoint :local_56533 . {
// -- SJoint.JointOrientation Vector3f( 0, 2.1966031, 0 );
// -- SSimpleTransform.Translation Vector3f( 0.047308434, 0, -0.1194366738 );
// -- Object.Name "Model01:Snose_joint01";
// -- };
The commented lines are from original anim01.