{"id":25499951,"url":"https://github.com/mrpowergamerbr/objloadertests","last_synced_at":"2025-10-15T18:00:15.260Z","repository":{"id":277902349,"uuid":"933488021","full_name":"MrPowerGamerBR/ObjLoaderTests","owner":"MrPowerGamerBR","description":"🖼️ Don't let the name fool you, this is actually a (very crappy) .obj model loader and a (very crappy) The Sims 1 .skn/.cmx/.cfp model loader and animation renderer!","archived":false,"fork":false,"pushed_at":"2025-02-17T02:17:14.000Z","size":2184,"stargazers_count":1,"open_issues_count":1,"forks_count":0,"subscribers_count":1,"default_branch":"main","last_synced_at":"2025-10-07T13:44:16.698Z","etag":null,"topics":["kotlin","lwjgl","obj-format","obj-loader","opengl","the-sims","the-sims-1"],"latest_commit_sha":null,"homepage":"","language":"Kotlin","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/MrPowerGamerBR.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null}},"created_at":"2025-02-16T04:27:38.000Z","updated_at":"2025-07-04T00:55:31.000Z","dependencies_parsed_at":null,"dependency_job_id":"fea4515f-3d66-4ee3-9b50-60535e86f547","html_url":"https://github.com/MrPowerGamerBR/ObjLoaderTests","commit_stats":null,"previous_names":["mrpowergamerbr/objloadertests"],"tags_count":0,"template":false,"template_full_name":null,"purl":"pkg:github/MrPowerGamerBR/ObjLoaderTests","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/MrPowerGamerBR%2FObjLoaderTests","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/MrPowerGamerBR%2FObjLoaderTests/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/MrPowerGamerBR%2FObjLoaderTests/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/MrPowerGamerBR%2FObjLoaderTests/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/MrPowerGamerBR","download_url":"https://codeload.github.com/MrPowerGamerBR/ObjLoaderTests/tar.gz/refs/heads/main","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/MrPowerGamerBR%2FObjLoaderTests/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":279098659,"owners_count":26103089,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","status":"online","status_checked_at":"2025-10-15T02:00:07.814Z","response_time":56,"last_error":null,"robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":true,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["kotlin","lwjgl","obj-format","obj-loader","opengl","the-sims","the-sims-1"],"created_at":"2025-02-19T03:28:26.176Z","updated_at":"2025-10-15T18:00:15.254Z","avatar_url":"https://github.com/MrPowerGamerBR.png","language":"Kotlin","readme":"\u003ch1 align=\"center\"\u003e🖼️ ObjLoaderTests 🖼️\u003c/h1\u003e\n\nIt all started as a simple `.obj` model loader... but I craved knowledge, I wanted to know how you can create and apply animations to a skeletal model.\n\nSo that's why I also coded a The Sims 1 `.skn`/`.cmx`/`.cfp` loader too! Yeah, The Sims 1 skeletons are very simple (no weight mapping, only one bone per vertex), but now I do have the knowledge of how this works, so in the future I can improve it further.\n\nThe animation code is borked beyond salvation tho, I need to swap the arm bones because, if I don't do that, the arms are wonky because their animations are swapped (?).\n\nAlso I don't apply the base skeleton rotation, not sure if it is needed but, when applying it, the animation becomes all borked... but I do translate based on the base skeletion + animation transform.\n\n## Screenshots\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"media/loop.gif\" align=\"center\"\u003e\n\u003c/p\u003e\n\n## Resources\n\n* https://web.archive.org/web/20050501050322/http://simtech.sourceforge.net/tech/cfp.html\n* https://github.com/mixiate/ts1-blender-io/\n\nBy the way, I think that Milkshape 3D's is incorrectly previewing The Sims 1' skeleton. Inverting the quaterions makes the default The Sims 1 skeleton be in a \"default\" pose (like the Sim standing up, without any weird rotations on the back) and the toe bones aren't below the feet like Milkshape 3D's is.","funding_links":[],"categories":[],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fmrpowergamerbr%2Fobjloadertests","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fmrpowergamerbr%2Fobjloadertests","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fmrpowergamerbr%2Fobjloadertests/lists"}