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User talk:Neo: Difference between revisions

1,479 bytes added ,  10 January 2010
TRAM animations in XSI
(damn the consequences, full speed ahead!)
(TRAM animations in XSI)
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::Okay, after many aborted attempts at updating mono (I was running 2.0.1) by building from source or using their binary installer, I realized that the installer was putting the files in some meaningless directory, and I ended up copying them to the right system directories, hoping I didn't overwrite libraries that were supposed to stay unchanged. Who knows what the consequences will be down the road for other stuff, but OniSplit now exports PNGs properly for me! --[[User:Iritscen|Iritscen]] 20:28, 3 January 2010 (UTC)
::Okay, after many aborted attempts at updating mono (I was running 2.0.1) by building from source or using their binary installer, I realized that the installer was putting the files in some meaningless directory, and I ended up copying them to the right system directories, hoping I didn't overwrite libraries that were supposed to stay unchanged. Who knows what the consequences will be down the road for other stuff, but OniSplit now exports PNGs properly for me! --[[User:Iritscen|Iritscen]] 20:28, 3 January 2010 (UTC)
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Observations of importing TRAMs to XSI.
Sometimes, imported TRAMs will have odd rotations mainly related to the pelvis and thighs.  Here is one example, the Striker's walking TRAM:
http://edt.oni2.net/TRAMS/WalkOS.wmv  As you can see the pelvis and thighs are rotating in an odd fashion.  This is due to euler vs quaternion rotations.  To see it correctly in XSI, you can use the option to "Convert Euler Rotation to Quaternion" on the pelvis and thighs, then the animation appears correct: http://edt.oni2.net/TRAMS/WalkQT.wmv  However, when importing a converted animation back to Oni, you get this result: http://edt.oni2.net/TRAMS/WalkOni.wmv
When a TRAM is imported to XSI, to "unwrap" a model from the default animation state, the right thigh is rotated 180 on the X axis and -180 on the Z axis, the left is rotated -180 on the X and -180 on the Z axis. Somehow, from this starting point, whenever XSI moves the thigh from a negative to a positive angle (or in the case of this example from positive to negative), the part would rotate the long way around as shown here: http://edt.oni2.net/TRAMS/ThighXZaxis.wmv
One workaround is to insert keyframes to cause the animation to rotate in the correct direction.
I found another approach that seems to work, if you are making an animation from scratch. That is to rotate the thighs down 180 on the Y axis.  So far in my testing, there are no odd rotations: http://edt.oni2.net/TRAMS/ThighYaxis.wmv
[[User:EdT|EdT]]
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