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User talk:Iritscen: Difference between revisions

→‎Importing from Blender: I need to learn Blender...
(→‎Importing from Blender: I need to learn Blender...)
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:So, um, what can we do about the FBX->DAE problem? I just noticed that the Griffin model in your drop.io TRBS.oni file, when exported to .dae, has twice as many vertices as my original file (on the sendspace account). The face count is largely the same (= no extra triangles, just extra points). Many connections between triangles are broken, though not all of them. You can see for yourself by exporting the .oni to .dae and opening it in Blender. As long as you're in Object Mode, the stats at the top-right (V-xxxx and F-xxxx) tell you the vertex and face counts. You can also start grabbing points and trying to move them, to see how many are disconnected. If *all* of them were broken, it would mean 3-5 times as many vertices; some triangles *are* still connected to others. Still, that means Oni is taking way more of a hit than it needs to. When I used AETools to make your fixed HD Griffin cel-shaded, it worked nicely (well, the edge color is not black, but it actually looks kind of cool to me). But that model has twice as many faces (natch), as well as still having twice as many vertices due to the disconnect issue, so it's gotta be hitting Oni's engine pretty hard.
:So, um, what can we do about the FBX->DAE problem? I just noticed that the Griffin model in your drop.io TRBS.oni file, when exported to .dae, has twice as many vertices as my original file (on the sendspace account). The face count is largely the same (= no extra triangles, just extra points). Many connections between triangles are broken, though not all of them. You can see for yourself by exporting the .oni to .dae and opening it in Blender. As long as you're in Object Mode, the stats at the top-right (V-xxxx and F-xxxx) tell you the vertex and face counts. You can also start grabbing points and trying to move them, to see how many are disconnected. If *all* of them were broken, it would mean 3-5 times as many vertices; some triangles *are* still connected to others. Still, that means Oni is taking way more of a hit than it needs to. When I used AETools to make your fixed HD Griffin cel-shaded, it worked nicely (well, the edge color is not black, but it actually looks kind of cool to me). But that model has twice as many faces (natch), as well as still having twice as many vertices due to the disconnect issue, so it's gotta be hitting Oni's engine pretty hard.
:--[[User:Iritscen|Iritscen]] 15:35, 4 June 2008 (CEST)
:--[[User:Iritscen|Iritscen]] 15:35, 4 June 2008 (CEST)
::The easiest way to overcome the FBX-DAE problem is for me to learn Blender!  Seriously, if you have time, can you write an AE wiki tutorial about how you modified Griffin's head, so that even a dummy like me can understand it.  Please include what tools you used, how to access them, how to increase the polygons for the "HD" look and so on. (If possible screenshots would also be helpful) I know that a tutorial geared toward Oni 3D modeling will be very valuable.
::[[User:EdT|EdT]] 06:41, 5 June 2008 (CEST)
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