>>2884792>why you still haven't mentioned <+カメラ> a single timeIndeed, I did not realize that this hidden bone existed. When I read
>>2884541 to make sure I was following all your directions, I led myself to believe that if I had thought I had seen <+カメラ> in these directions, it was in error.
I finally see the RevertMatrix slider doing something. However, it doesn't affect rotations obtained by parent bones. Test effects:
float4x4 SubCameraMatrix : CONTROLOBJECT <string name = "サブカメラ.pmx"; string item = "+カメラ"; >;
float4x4 WorldViewProjMatrix : WORLDVIEWPROJECTION;
float4 VS_Stealth(float4 Pos : POSITION) : POSITION
{
float4 outPos = mul( Pos, mul(SubCameraMatrix, WorldViewProjMatrix) );
return outPos;
}
float4 PS_Stealth() : COLOR {
return float4(fmod(SubCameraMatrix._11_12_13 +SubCameraMatrix._21_22_23 +SubCameraMatrix._31_32_33 +SubCameraMatrix._41_42_43,1), 1);
}
technique Stealth {
pass Single_Pass { VertexShader = compile vs_2_0 VS_Stealth(); PixelShader = compile ps_2_0 PS_Stealth(); }
}
technique StealthSS < string MMDPass = "object_ss"; > {
pass Single_Pass { VertexShader = compile vs_2_0 VS_Stealth(); PixelShader = compile ps_2_0 PS_Stealth(); }
}
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*Saved as CP932 or Shift-JIS. For "+カメラ" and for "+カメラtest". Used on two accessories at origin, so World Matrix being second doesn't matter. Different positions, but they rotate the same way when Viewpoint is rotated, instead of opposite directions.