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:The 3D model will appear in a standing position. Do not change the rotation or position of the body parts. | :The 3D model will appear in a standing position. Do not change the rotation or position of the body parts. | ||
::Interesting. Griffin was always standing up, but when I extracted Motoko from the files you posted, and brought her into Blender, she had her legs behind her head! (Get your mind out of the gutter!) All her limbs were pointing up above her head. Have you seen that happen? What does that indicate? --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) | ::Interesting. Griffin was always standing up, but when I extracted Motoko from the files you posted, and brought her into Blender, she had her legs behind her head! (Get your mind out of the gutter!) All her limbs were pointing up above her head. Have you seen that happen? What does that indicate? --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) | ||
:::That's how the body looks like when the rotation of all the body parts is set to 0 on the x,y,z axis, also this is known as the default orientation. I believe that when a body part is selected and you type "n" a window appears showing the properties such as position, scale, rotation. [[User:EdT|EdT]] | |||
:Make the changes. | :Make the changes. | ||
:Export from Blender, Collada 1.4, options: triangles, disable physics, current scene. (I'm doing this from memory, I do not have access to Blender at work. will correct if necessary) | :Export from Blender, Collada 1.4, options: triangles, disable physics, current scene. (I'm doing this from memory, I do not have access to Blender at work. will correct if necessary) | ||
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Things to remember: | Things to remember: | ||
:Each body part has a center point, when exporting from Oni as Collada, these center points are at the correct location. However, if new parts are added, then the center point must be set. To set the center point, position the cursor at the correct location on the body part, you will need to adjust it on all 3 axis. Then go to the menu Object: Transform: Set to cursor. (from memory) | :Each body part has a center point, when exporting from Oni as Collada, these center points are at the correct location. However, if new parts are added, then the center point must be set. To set the center point, position the cursor at the correct location on the body part, you will need to adjust it on all 3 axis. Then go to the menu Object: Transform: Set to cursor. (from memory) | ||
:When replacing a body part, its important that its rotation matches the original part | :When replacing a body part, its important that its rotation matches the original part. Also, the name must be exactly as the one replaced. Finally, the parent/child relationship must be re-established. | ||
What went wrong with Griffin? | What went wrong with Griffin? | ||
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:Perhaps, since I was working with the .dae version, and not the original Blender file, I was not able to export to Collada, it kept failing on me. Not sure why... | :Perhaps, since I was working with the .dae version, and not the original Blender file, I was not able to export to Collada, it kept failing on me. Not sure why... | ||
::Afraid you lost me here. DAE *is* Collada, but you said you couldn't export it to Collada.... --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) | ::Afraid you lost me here. DAE *is* Collada, but you said you couldn't export it to Collada.... --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) | ||
:::All I know is that after importing your .dae file, I could not export it out as .dae. [[User:EdT|EdT]] | |||
:What did I do? I used Cheetah3D. I exported ONCCgriffin_generic as Collada, used FBXConverter to convert the file to .fbx. I also converted your new model to .fbx. I then copied the new griffin head to the griffin_generic fbx file, replaced the original head, set the correct rotation and parent/child relationship. Exported it out as .fbx, converted it to .dae using FBXConverter, then imported into Oni. Also, regarding the triangles not being connected in my model, I did not Optimize the model in Cheetah3D before exporting. | :What did I do? I used Cheetah3D. I exported ONCCgriffin_generic as Collada, used FBXConverter to convert the file to .fbx. I also converted your new model to .fbx. I then copied the new griffin head to the griffin_generic fbx file, replaced the original head, set the correct rotation and parent/child relationship. Exported it out as .fbx, converted it to .dae using FBXConverter, then imported into Oni. Also, regarding the triangles not being connected in my model, I did not Optimize the model in Cheetah3D before exporting. | ||
[[User:EdT|EdT]] 20:51, 2 June 2008 (CEST) | [[User:EdT|EdT]] 20:51, 2 June 2008 (CEST) | ||
::When you say you did not optimize the model... was that supposed to connect the triangles? Does Cheetah otherwise disconnect the triangles? That would be very odd. --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) | ::When you say you did not optimize the model... was that supposed to connect the triangles? Does Cheetah otherwise disconnect the triangles? That would be very odd. --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) | ||
:::Optimize in Cheetah3D connects the triangles, and a couple of others things, I don't remember right now. [[User:EdT|EdT]] | |||
:'''it's important that its rotation matches the original part''' Conceptually, this has to do with the "center point": you have to define not only a position for it, but also a rotation, and thinking of it as a "point" can be misleading. I have no idea how Blender handles this exactly, but I'd be surprised if it was working with ill-defined frames of reference. Therefore the "center point" mentioned by Ed ''must'' have an adjustable orientation property. | :'''it's important that its rotation matches the original part''' Conceptually, this has to do with the "center point": you have to define not only a position for it, but also a rotation, and thinking of it as a "point" can be misleading. I have no idea how Blender handles this exactly, but I'd be surprised if it was working with ill-defined frames of reference. Therefore the "center point" mentioned by Ed ''must'' have an adjustable orientation property. | ||
::Hmm, not sure I get this, but do I need to get it? As long as I alter polys and don't add new parts (which, yes, I did do for Griffin, but only to get his new head on the old body that was un-importable), do I need to worry about center points and rotations? As long as I don't change either of those? --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) | ::Hmm, not sure I get this, but do I need to get it? As long as I alter polys and don't add new parts (which, yes, I did do for Griffin, but only to get his new head on the old body that was un-importable), do I need to worry about center points and rotations? As long as I don't change either of those? --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) | ||
:::That is correct [[User:EdT|EdT]] | |||
:'''What went wrong with Griffin?''' If that's of any help, you can let ''me'' (or Neo) try and import him ''any time at all''. When in trouble, there's nothing wrong with asking those familiar with OniSplit and/or the COLLADA format to have a look. What kind of masochist are you? If you're scared of me, try and "use" Neo. He may not help you all the way out, but he won't bite, that's for sure. | :'''What went wrong with Griffin?''' If that's of any help, you can let ''me'' (or Neo) try and import him ''any time at all''. When in trouble, there's nothing wrong with asking those familiar with OniSplit and/or the COLLADA format to have a look. What kind of masochist are you? If you're scared of me, try and "use" Neo. He may not help you all the way out, but he won't bite, that's for sure. | ||
:: *shrug* Ed just seemed to be the person to ask. We're using the same programs, and he had clear experience in importing models already. --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) | :: *shrug* Ed just seemed to be the person to ask. We're using the same programs, and he had clear experience in importing models already. --[[User:Iritscen|Iritscen]] 21:08, 2 June 2008 (CEST) |
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