Talk:OniSplit

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Revision as of 14:42, 11 April 2008 by Iritscen (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

I see from this discussion that from now on I should be working with newly-exported TRBS files. Unfortunately, I've already put a lot of work into Griffin in Blender, so I'll have to manually fix things like wrong part names (I do see calf_left and thigh_right in my file, for instance). From now on, I'll only work on newly-exported models. But on that note, is it better to export as OBJ or DAE? Should I be going with DAE from now on?

Also, what does it mean when OniSplit doesn't return an error (or any message at all) when I use create:trbs, but it generates a file that's only 984 bytes? Because that's what happened when I selected Disable Physics and Current Scene Only and then used OniSplit 0.9.3 on the resulting DAE file. It's like there's header info for different file types but no actual data there.

For the most part, it seems like I should wait for you two to sort the problems out before I continue trying to import. EdT is already further along than I am, even with his horror-movie-like results. :-) --Iritscen 15:45, 11 April 2008 (CEST)

Neo: Thanks for the update and the instructions.

Iritscen: Have you tried selecting all before exporting from blender? Also, couldn't you extract the TRBS for Griffin and them import the your modified head into it? Is it possible to select an object in one file (such as your modified head) and then copy and paste it into another (the new TRBS file) in Blender?

Yesterday, Macupdate had a promo on Cheetah3D for $79.00, I quickly got it. I like using Cheetah3D, its much more intuitive for me. Right now, I'm trying to fix owldreamer's Masterchief. It looked odd, many of the surface triangles were black compared to the regular ones. You can see how they looked in the Oni Spartan thread at OCF. But when I applied "flip normal" to them, they looked correct. What does flip normal do?

Anyways, once I fix all those triangles, then I'll try getting the Masterchief into Oni.

EdT

I have not tried selecting all, but I also don't have "Selection Only" checked (I don't think that's the exact name). Still, I can try selecting all first. But at least the head should have been exported, because it was definitely selected. Re copying from one file to another, I think Blender is a one-document application. Perhaps I can copy the head, then close the document and open another one, then paste the head in. It's certainly worth a try.

"What does flip normal do?" As Wikipedia puts it, "Surface normals are commonly used in 3D computer graphics for lighting calculations". A normal is simply a calculation of a line passing through the polygon at a right angle that is best performed at the time of saving the file rather than at runtime in a game, to save CPU cycles. But which *way* is the line going through the 'gon? If it's set to go the wrong way, the polygon will be lit on the inside, not the outside (at least, the outside won't be lit), hence black polygons. As to why normals get flipped in the first place, *shrug*. --Iritscen 16:42, 11 April 2008 (CEST)