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User talk:Iritscen: Difference between revisions

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::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]]
:::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]]
 
::::Okay, I thought that might be what zero rotation looks like. Now, are you saying that if a model imports like that, I shouldn't rotate the parts to more normal angles? Because I did that for Motoko. Did that cause a problem when you went to import her into Oni? --[[User:Iritscen|Iritscen]] 22:06, 2 June 2008 (CEST)
: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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::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]]
:::All I know is that after importing your .dae file, I could not export it out as .dae. [[User:EdT|EdT]]
::::Hmm, I guess Blender's exported DAE might have had a problem that Cheetah only noticed upon exporting; that almost sounds more like a Cheetah problem, though. Maybe it's both program's faults, technically. Well, in the future I will send you the .blend file if I need help, but hopefully I can make my own imports from now on. --[[User:Iritscen|Iritscen]] 22:06, 2 June 2008 (CEST)


: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.  
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::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]]
:::Optimize in Cheetah3D connects the triangles, and a couple of others things, I don't remember right now. [[User:EdT|EdT]]
::::See, I just don't get that, because geyser's earlier copy had triangles connected. It concerns me that Cheetah would disconnect the triangles unless you specifically tell it not to. When you're working with the file in Cheetah, are the triangles already disconnected, or is that only happening when it exports? --[[User:Iritscen|Iritscen]] 22:06, 2 June 2008 (CEST)


:'''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.