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(→Importing from Blender: you want details, I'll give ya details!) |
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:::I can certainly do that at some point, although I'm a tad hesitant to teach anyone Blender when it's giving me so much trouble (see below). Although, just to be fair, Blender's weird design is not causing any problems. The problems are all coming from the third-party Collada plug-in. If we can iron out the problems I'm going to report, then, sure, I'll make an Oni-oriented quick tutorial for Blender on the wiki. --[[User:Iritscen|Iritscen]] 16:57, 5 June 2008 (CEST) | :::I can certainly do that at some point, although I'm a tad hesitant to teach anyone Blender when it's giving me so much trouble (see below). Although, just to be fair, Blender's weird design is not causing any problems. The problems are all coming from the third-party Collada plug-in. If we can iron out the problems I'm going to report, then, sure, I'll make an Oni-oriented quick tutorial for Blender on the wiki. --[[User:Iritscen|Iritscen]] 16:57, 5 June 2008 (CEST) | ||
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Okay, some of this is in response to geyser/Ed's comments above, but I'm throwing it all down here to keep things simple. Hopefully you can add your responses down here too, since that top part is pretty crazy now. | |||
General Notes: These attempts all used the latest AETools and OniSplit v0.9.14. They use Ed's model, not my working model, which DOES have wrong part names, geyser (the word "iteration" and some other junk is part of each part name). Also, the files linked to below are named [x].dae and [x]2.dae to differentiate, but when I worked with them in the importing-to-Oni process, they were named identically. | |||
'''Working with HD Griffin'''<br> | |||
Attempt 1 | |||
# Used AETools to extract Ed's TRBSgriffin_body_high.oni using "for Blender" option. | |||
# Imported into Blender, did nothing with it except select all 19 bones. | |||
# Exported to Collada format using "only current scene", "disable physics", "only export selection", and "use relative paths" (as well as "triangles" option) per geyser's suggestion. | |||
# Used AETools' Import and Rebuild to bring .dae back into Oni. | |||
Notes: My Blender-exported .dae is 744KB, but the original .oni-exported .dae was only 228KB. Also, I later imported the Blender-exported .dae back into Blender itself and the model was horribly messed up ([http://i157.photobucket.com/albums/t72/Iritscen/Screen%20Caps/Oni/messedupexport.jpg]). | |||
Results: Oni immediately crashes when I shapeshift to Griffin. | |||
Attempt 2 | |||
# Used AETools to extract Ed's TRBSgriffin_body_high.oni. | |||
# Used AETools' Import and Rebuild to bring .dae back into Oni. | |||
Notes: This is simply testing that AETools/OniSplit actually are working with themselves and that their input/output are compatible. | |||
Results: Success, not that this really helps me when I am trying to edit the model in Blender and bring it into Oni. | |||
Attempt 3 | |||
# Used AETools to extract Ed's TRBSgriffin_body_high.oni. | |||
# Imported into Blender, did nothing with it. | |||
# Exported to Collada format using "only current scene", "disable physics", and "use relative paths" (as well as "triangles" option). | |||
# Used AETools' Import and Rebuild to bring .dae back into Oni. | |||
Notes: The Blender export is still very large (748KB). But this time it imports back into Blender properly, at least. | |||
Results: Same crash as in Attempt 1. | |||
Attempt 4 | |||
# Used AETools to extract Ed's TRBSgriffin_body_high.oni. | |||
# Imported into Blender, did nothing with it. | |||
# Exported to Collada format using "only current scene" and "disable physics" (as well as "triangles" option). | |||
# Used AETools' Import and Rebuild to bring .dae back into Oni. | |||
Notes: Blender export still 748KB. | |||
Results: Same crash. | |||
'''Working with Motoko'''<br> | |||
Attempt 1 | |||
# Used AETools to extract dae. for Blender from geyser's TRBSmotoko_body_high.oni. | |||
# Imported into Blender, changed nothing. | |||
# Exported as .dae using "triangles", "disable physics", "only current scene", "use relative paths". | |||
# Halted process here, as it has the same issues as the Blender-exported Griffin and failure is certain. | |||
Notes: Second .dae is again much bigger than first; examining it, I see arrays of UV coord.s that are a few times larger than the first .dae's versions. Also, hundreds of normal coord.s have been added for each part, where before there were none. Also, the arrays found at places like "neck-geo-position" (now marked with <nowiki><p></p></nowiki>) seem to be in a completely different format than in the original .dae (series of whole numbers, always positive, rather than the +/- floating point numbers in the original .dae). | |||
Before: [http://assets.drop.io/download/484801f3/e85fa87111240c9f32ec08d060284f6ce43a3796/0575dd70-153f-012b-615e-00127994f632/4774c900-153f-012b-f3ab-f47b78860d2b/trbsmotoko_body_high.dae] | |||
After: | |||
[http://assets.drop.io/download/484801f3/02c0cd431870c00f53cf2b6b4254ad0b9c0e2215/0575dd70-153f-012b-615e-00127994f632/4b996e20-153f-012b-1fc7-fd0423a47165/trbsmotoko_body_high2.dae] | |||
'''Working with Barabus'''<br> | |||
Attempt 1 | |||
# Used AETools to extract ONCCbarabus.oni for Blender from level0_Final. | |||
# Imported into Blender, changed nothing. | |||
# Exported using triangles, disable physics, only current scene, relative paths. | |||
# Halted process due to seeing same issue with output. | |||
Notes: Same issues as Motoko and Griffin with second .dae. | |||
Before: | |||
[http://assets.drop.io/download/484801f3/d60adc60a57d732e2e0bd657ab25a88f6a08bca0/0575dd70-153f-012b-615e-00127994f632/4a19c6d0-153f-012b-061d-f6991a5faa4e/onccbarabus.dae] | |||
After: | |||
[http://assets.drop.io/download/484801f3/e87b15b3c4e790572c3f2c2b2dbea8c6cbb677e7/0575dd70-153f-012b-615e-00127994f632/48e88e40-153f-012b-892f-f4273e15bba2/onccbarabus2.dae] | |||
Okay, so my basic point here is, What are we gonna go about the screwed-up DAE output from Blender's Collada plug-in? | |||
--[[User:Iritscen|Iritscen]] 17:26, 5 June 2008 (CEST) |