Converting quaternion to vector3
I’ve had to rebuild a few stages from DA2 and DAO DLC in the toolset in order to better visualize changes I needed to make to conversations/cutscenes and one of the major roadblocks is that while the orientation of objects is input as a 3-coordinate vector, it’s output to the .stg as a 4-coordinate quaternion.
Here’s how you get the original values back. Updated Nov 2022!
Open the file in pygff and locate the orientation.
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Copy these values, in order, into this converter, You shouldn’t need more than 3-4 significant figures. Change the input and output angle format from radians to degrees.
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Change the euler angle output to ZXY (the second-last in the drop-down list). Copy those values back into the toolset in ZXY order. Round generously. You’ll be able to see if you have the angle correct or not
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One quick sanity check is that the roll (labeled Y in the output, the last value you enter into the toolset) should be basically 0, and should be input as such. Non-zero roll results in crazy dutch angles.
You can reverse the process to get acceptable quaternion values to input back into the file. Once again, change the drop-down to ZXY and enter in the according order.
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And enter the quaternion output back into your file!
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