Talk:OniSplit

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Revision as of 07:50, 11 April 2008 by Neo (talk | contribs)
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Here's is my latest on creating a modified TRBS.

I call this The Fly! lol

flyhead.jpg

I used the head from owldreamer's Masterchief. It looked correct in Blender, but it is rotated wrong here. There is no texture map for it. Also, the texture mapping is off for the rest of the body, even though I did not make any changes.

Neo: Also can you take a look at this blender file and tell me what I did wrong:

http://edt.oni2.net/OniSplit/MasterChief.blend.zip

I imported owldreamer's Masterchief, renamed the geometries, set the parents, all the rotations were set to 0. But when importing to Oni, it was broken.

MCbroken.jpg

I also had a question about the naming of the geometries. In Blender the names go right_thigh, left_calf and so on. But when I looked at an exported ONCC as an OBJ, they are named thigh_right, calf_left. Which is correct? Especially when naming in Blender? Also, why does Blender have the the name left_left? I looked at the naming structure from the extracted ONCCkonoko_generic.dae which was imported into Blender.

I hope you don't mind all these newbie questions.

Thanks,

EdT

First the simple problems: OniSplit 0.9.4 contains:

  • fix for flipped textures
  • corrected left_left to left_thigh

Then the case of thigh_right, calf_left: these are old names, they should not show up in newly exported files anymore. I changed them to match the ones found here TRIA. In addition the old names were swpped left was right, right was left and this was fixed too when I changed them.

The rotated head: It happened to me too, not sure what I did to get it working. What I think you should try is to unparent the head, move it to origin and rotate it so that it has the same orientation as Konoko's original head (along the X axis, not the Y axis). After that you can use that "Apply Scaling/Rotation to ObData" option, reparent it to neck and translate it back in its place. I'll experiment more with this later and I'll try to make a definitive list of steps to take to do this type of thing.

The MC body: this one has a slightly different problem than the head but not totally unrelated. Note than when you select a body part the "center" point for rotations (the origin of bone's coordinate system) shows up somewhere at the bottom. Compare this with what happens when doing the same thing with an exported TRBS: that point is where the "joint" is. Currently I don't know how to move this in Blender. For head I used that ObData To Center option but this is does not always work, the joint is rarely the center of the bone.

Neo