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(→Collada import fixed in OniSplit v0.9.16: mutant griffin, hehe, that's a good one) |
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::[[User:EdT|EdT]] 21:40, 7 June 2008 (CEST) | ::[[User:EdT|EdT]] 21:40, 7 June 2008 (CEST) | ||
::Hey, wifi! I only had to drive 20 minutes to get it, too! :-\ Anyway, thanks so much for your work guys (and Neo too, most definitely). I will test this out tonight and report back when I can. Just a couple notes, as FYIs: my working version of HD Griffin has 1887 vertices total | ::Hey, wifi! I only had to drive 20 minutes to get it, too! :-\ Anyway, thanks so much for your work guys (and Neo too, most definitely). I will test this out tonight and report back when I can. Just a couple notes, as FYIs: my working version of HD Griffin has 1887 vertices total (858 in the head). I hope that the FBX-Converter-disconnecting-triangles bug (which I have confirmed on my own machine too) has not added many unnecessary points to the model that you have been working with. Geyser, is that 1024 points that you mention a result of normals being added to the 858? You may not be able to answer that without looking at the file I just uploaded to the drop.io account -- it's the actual .blend file I work with. I probably should have uploaded it a while ago. Well, feel free to open it in your own copy of Blender, export it, etc. I am mainly uploading it now so that a non-disconnected version is available. That's not to malign Ed's version, which does work, after all. It's just that I'm a little confused because my export (using OniSplit 0.9.14 the other week) of Ed's fixed version of HD Griffin had 1814 points in the head, so I don't know how your came to have less, geyser. Are you familiar with the disconnection problem, and do you know how to look for it in whatever .dae file you've been using? | ||
::In closing, I will just reassure geyser on two points: assuming I get permission, of course, I fully intend to open an oni2.net account in about a month, to host things properly; secondly, I will in fact be producing a low-detail HD Griffin. I got a little distracted with some other modeling work ^_^, but it will materialize, make no mistake. | ::In closing, I will just reassure geyser on two points: assuming I get permission, of course, I fully intend to open an oni2.net account in about a month, to host things properly; secondly, I will in fact be producing a low-detail HD Griffin. I got a little distracted with some other modeling work ^_^, but it will materialize, make no mistake. | ||
::--[[User:Iritscen|Iritscen]] 19:14, 9 June 2008 (CEST) | ::--[[User:Iritscen|Iritscen]] 19:14, 9 June 2008 (CEST) | ||
::Oni's "points" do not directly correspond to vertices, UVs, or normals, but to combinations thereof. For smooth normals, there is a 1:1 correspondence between vertices and vertex normals, so Oni's points can be seen as unique vertex/UV pairs. Again, there is usually 1 UV per vertex, except at the "seams", where 2 or more UVs can share a vertex. For non-smooth normals, there are 2 or more normals for every vertex that's adjacent to a hard edge, and the "points" are then unique vertex/UV/normal triplets; mostly smooth normals and cleverly designed UV seams are recommended in order to keep the number of Oni "points" low. | |||
:The Autodesk converter indeed seems to disconnect the mesh along the hard edges, although in the case of the head some of the disconnectedness is due to your own modeling (new triangles created to fill in gaps are not always connected properly). OniSplit won't care about that disconnectedness anyway, as long as you use the -normals feature, but of course it's better to tidy up new geometry as you go along. I'm not sure if Ed used the -normals tag when creating a TRBS out of your Griffin; either way, the 1814<4457 are essentially a characterization of Autodesk's DAE vs Blender's. As for 1024<1814, remember that -normals didn't minimize the point count properly until 0.9.16. | |||
::For your information (or education, I don't know), [http://geyser.oni2.net/edition/characters/griffin_wow.zip HERE] is the Griffin-like guy from World of Warcraft. You can see the head has only 187 vertices (and could do with less), which is about the double of Oni's Griffin. So, like I told you, it's definitely not about the poly count, but about how you use it: 4-fold subdivision of the original Griffin is plenty enough for good looks, and, erm, vice-versa (über-hi-poly models can be über-crappy). | |||
::Like I also told you before, you are welcome to use [http://geyser.oni2.net/edition/plugins/level0_Characters.zip THIS] as a template. This looks like a better use of your time to me, because of the many issues your model still has on a vertex/triangle level (frankly, after the tons of asymmetric operations, the mesh looks more like Mutant Griffin right now). And a lower-detail version is not easy to make, either. There is little chance that the auto-simplified geometry will look good, so you'll have to basically redesign everything anyway. | |||
::--[[User:Geyser|geyser]] 00:20, 10 June 2008 (CEST) |