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User talk:Iritscen: Difference between revisions

→‎Working with Blender part 2: just stating the facts
(→‎Working with Blender part 2: just stating the facts)
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:Now, this would all be perfectly manageable with OniSplit's -normals tag, which is supposed to calculate smooth normals and make those faceted models both lighter and better-looking. But there is one intriguing point: -normals fails to work with, e.g., the Barabas exported by Blender, i.e., he will yield a faceted TRBS with an exaggerated point count, whether you use the -normals tag or not. This ''may'' be due to a "feature" of the Collada plugin, but we're not sure yet: if it will require a new version of OniSplit; if it will require a new version of the Collada plugin; if Oni's models themselves have confusing mesh data (Barabas, for instance, has some weird thighs). Still investigating...
:Now, this would all be perfectly manageable with OniSplit's -normals tag, which is supposed to calculate smooth normals and make those faceted models both lighter and better-looking. But there is one intriguing point: -normals fails to work with, e.g., the Barabas exported by Blender, i.e., he will yield a faceted TRBS with an exaggerated point count, whether you use the -normals tag or not. This ''may'' be due to a "feature" of the Collada plugin, but we're not sure yet: if it will require a new version of OniSplit; if it will require a new version of the Collada plugin; if Oni's models themselves have confusing mesh data (Barabas, for instance, has some weird thighs). Still investigating...
::[[User:Geyser|geyser]] 14:21, 7 June 2008 (CEST)
::[[User:Geyser|geyser]] 14:21, 7 June 2008 (CEST)
::Well, geyser, as you stated in earlier posts, is that I shouldn't "guess" about why something is going on, but investigate it. So regarding Griffin's head, I did not have the time to investigate the issue.  As you are aware, I can import Iritscen's Griffin into Oni without crashing, if I use Cheetah3D to export the model to fbx and then use FBXConverter to convert it to .dae. Also, I used the -normals options when creating the Blender version. 
::I was wondering why Iritscen's .dae version was larger, so that's what I looked into. That's when I did discovered that Iritscen's Blender .dae export is including the '''<source id="pelvis-geo-color">''' for each body part which caused his .dae size to be much larger than the original .dae
::I will look into which Python version I have on my computers.  Since I really don't use Blender anymore, I didn't have it on my Intel Mac, so I just got the latest version of Blender, just to see if it was the Intel version of Blender which was causing the larger .dae size (which it did not).
::[[User:EdT|EdT]] 16:00, 7 June 2008 (CEST)
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