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To switch to T-Pose output in RPCS3 next parameters should be set in vk_config.xml

bDiscardOrthoMesh = "false"

bRCPS3hint = "true"

bRCPS3Tpose = "true"

bRCPS3TposeGLTFNormals = "true"


Last parameter set "NORMAL" id in GLTF files to attribute which named "in_normal" in RPCS3 vertex shaders (not always defines normals)
Note: For version 0.9.5 NR-files should be loaded in world space with identity matrix.

  Note: 3d models will in t-pose if game send them to vertex shader in t-pose. Also the parts of body maybe fragmented and located in the center. Or maybe transformed by game before shader.

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Comments

RavenWorks

Importing into Blender with Import Ninja Ripper 1.5.0, "world space" produces everything flat, and "local space" produces an empty document?

Jerry Mack Fletcher

I recently downloaded the newest version, can you send me the new code? Here is the UID enak4W9fZvpaA6C5YLsXQgz8BMvgJzSAVQBlLO1FrRrhdkGr+7SYVMNk6NsuWqKGp2PWzG/fICToZZyQoTLtxBtoVzccasQgm7m/fcTAeDzCB/Li7W+/Y5eMAfWjqWmO It for some reason still wont let me DM.