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Thread: [Game] Advanced Replay Hacking
I haven't touched notepad in a long time but if I recall correctly QAT means quaternion, I almost never use it personally because it's based on calculations with complex numbers to describe rotation and obviously I don't want to study it properly, i just think of it as a fancy vector. It comes in batches of 4 values instead of the regular 3 for the x y z axis, but the only reason it has 4 values instead of 3 is because multiplying 2 different imaginary numbers is bullshit, in reality you should treat its 4 values (w x y z) as follows:

x is "vertical" rotation, it has values between -1 and 1, for example when applied to tori's head, negative values make you look up and positive values make you look down.

y makes the bodypart lean left and right, like the picture. Values are between -1 and 1, positive makes it lean left and negative makes it lean right.



z makes you look left and right (when applied to the head), values are between -1 and 1, positive makes you look left and negative makes you look right.


w is the overall "intensity" of the rotation, it seems to be a way to increase the amount of rotation on all 3 axis simultaneously. Its values go from 1 to -1(?), 1 having no effect at all, and values closer to 0 having stronger rotation (regardless of your x y z values, having 0 on the w value seems to always make it so that the rotation is the steepest possible or fuck it up completely, so if you want a steep rotation you probably want to use a value around 0 but not exactly zero). Negative values probably move the rotation in the opposite direction (didn't test).


For example, frame from the picture i showed above has the following line:
QAT 0; 0.700000 0.000000 0.200000 0.000000 etc etc ...

These are the 4 values for the first bodypart (head), 0.7 on the w value so it's a slight rotation and not a very intense one, no x or z values but a small positive rotation on the y axis which makes the head lean left.



The values are exponential not linear, so in reality if you want to lean the bodypart 50% you wouldn't use a y value of 1 with a w value of 0.5, you would probably have to do trial and error and eyeball it.



I think QAT differentiates from ANGVEL in that ANGVEL (angular velocity) just describes the speed and direction in which a bodypart rotates, which sounds similar to QAT but probably exists so that the game can calculate bodypart rotations without having to register QAT on every frame. false, it's the force applied on the joint

Also I've heard that the QAT values for uke are inverted (z y x w) but I've never tested it.



Additionally, POS is position in space, simple xyz coordinates of each bodypart.
Last edited by pusga; Oct 24, 2017 at 04:07 PM.
oh yeah