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Importing character models: Difference between revisions

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##*Use Gally's "skeleton" to pinpoint the supposed centers of her meshes. To see Konoko's centers while you move the objects, use the viewport's "eye" settings.
##*Use Gally's "skeleton" to pinpoint the supposed centers of her meshes. To see Konoko's centers while you move the objects, use the viewport's "eye" settings.
##*Shoulders, mid and chest can be tricky because the original Gally has no shoulders or mid, and chest has translation 0, unlike in Oni (probably the spine is meant only to twist, not to bend). Just try to place all those bones in proportion with the head-neck distance and approximate shoulder width (which is a bit narrower than Konoko's. Maybe it's better to use [[Shinatama Too]] instead of Konoko, here. In any case, don't be afraid to translate Konoko's body parts away from the original locations, as long as this "compact Konoko" gets close to Gally's proportions.
##*Shoulders, mid and chest can be tricky because the original Gally has no shoulders or mid, and chest has translation 0, unlike in Oni (probably the spine is meant only to twist, not to bend). Just try to place all those bones in proportion with the head-neck distance and approximate shoulder width (which is a bit narrower than Konoko's. Maybe it's better to use [[Shinatama Too]] instead of Konoko, here. In any case, don't be afraid to translate Konoko's body parts away from the original locations, as long as this "compact Konoko" gets close to Gally's proportions.
##*[http://geyser.oni2.net/edition/characters/gally/GLB_compact.zip HERE] is what you should get (don't laugh too hard, and instead look at how well I matched the centers of Konoko's body parts with the tips of Gally's "bones").
##*[http://geyser.oni2.net/edition/characters/gally/GLB_compact.zip HERE] is what you should get. Don't laugh too hard, and instead look at how well I matched the centers of Konoko's body parts with the tips of Gally's "bones". The only thing that's wrong at this point is that the shoulder parts are too far from their centers, and may end up sticking out of Gally's chest or back. To fix this, you can move, scale and rotate those parts in any way you like. Just remember to "Freeze all transforms" when you're done, especially if you've used scaling.
#When you're happy with the overlap, you are ready to match Gally's body parts to Konoko's; both in terms of hierarchy ([[TRIA]]) and in terms of relative placement ([[TRTA]]).
#When you're happy with the overlap, you are ready to match Gally's body parts to Konoko's; both in terms of hierarchy ([[TRIA]]) and in terms of relative placement ([[TRTA]]).
#*Switch to "Center" in the "Select" panel, select "pelvis" (Gally's), then click "Match all transforms" in the "Transform" drop-down, and pick "pelvis2" (Konoko's). Check the result by alternatively selecting "pelvis" and "pelvis2". Look not only at the values in the "Transform" panel, but also, in any viewport, at the center (white circle) and the local axes (colored) lines. The rotation should be OK, but the translation may be off. If it is, just fix it manually, and check the result in the viewport, alternatively selecting "pelvis" and "pelvis2" until you're sure that both centers are the same.
#*Switch to "Center" in the "Select" panel, select "pelvis" (Gally's), then click "Match all transforms" in the "Transform" drop-down, and pick "pelvis2" (Konoko's). Check the result by alternatively selecting "pelvis" and "pelvis2". Look not only at the values in the "Transform" panel, but also, in any viewport, at the center (white circle) and the local axes (colored) lines. The rotation should be OK, but the translation may be off. If it is, just fix it manually, and check the result in the viewport, alternatively selecting "pelvis" and "pelvis2" until you're sure that both centers are the same.
#*When you're done with "pelvis", move on to "left_thigh". Until now it was a sibling of "pelvis", and a child of "Scene_Root". Now that "pelvis" is done, you can make "left_thigh" a child of "pelvis", by drag-and-dropping it onto "pelvis" in the "Explorer" viewport. Then you need to match the relative transforms of this center with respect to the center of "pelvis". Make sure "Center" is selected in the "Select" panel, then select "left_thigh", choose "Match all transforms" in the "Transform" drop-down, and pick "left_thigh2" (Konoko's posing thigh). Again, the rotation will probably be correct, but the translation will probably be off, and you will have to fix it manually. Check the result by alternatively selecting "left_thigh" and "left_thigh2", until you're happy.
#*When you're done with "pelvis", move on to "left_thigh". Until now it was a sibling of "pelvis", and a child of "Scene_Root". Now that "pelvis" is done, you can make "left_thigh" a child of "pelvis", by drag-and-dropping it onto "pelvis" in the "Explorer" viewport. Then you need to match the relative transforms of this center with respect to the center of "pelvis". Make sure "Center" is selected in the "Select" panel, then select "left_thigh", choose "Match all transforms" in the "Transform" drop-down, and pick "left_thigh2" (Konoko's posing thigh). Again, the rotation will probably be correct, but the translation will probably be off, and you will have to fix it manually. Check the result by alternatively selecting "left_thigh" and "left_thigh2", until you're happy.
#*Now that you've gotten the idea, do the same for all the other body parts (reparent Gally's, and then match Gally's centers to Konoko's). Make sure you do one mesh at a time, and progress from the root of the tree (the pelvis) towards the extremities. Try not to forget any mesh, especially early on, or you will have to start over.
#*Now that you've gotten the idea, do the same for all the other body parts (reparent Gally's, and then match Gally's centers to Konoko's). Make sure you do one mesh at a time, and progress from the root of the tree (the pelvis) towards the extremities. Try not to forget any mesh, especially early on, or you will have to start over.
#When the matching is over, select all of Gally's meshes, export to Collada ("selection only"), import into Oni and it should Just Work.
#When the reparenting and matching is over, you should get something like [http://geyser.oni2.net/edition/characters/gally/GLB_matched.zip THIS]. You can check that everything is OK simply by enabling the drawing of centers (either with the "eye" menu of a viewport, or with the "Center" filter), and then by alternatively middle-clicking "pelvis" and "pelvis2" (this selects the whole tree of either Gally, which we are unsure about, or the "compact Konoko", which we know to be OK because we only tweaked her [[TRTA]] a bit). If the centers and the local axes look the same for both Gally and Konoko, then Gally is OK too.
#And that's it, we're done. Now select all of Gally's meshes, export to Collada ("selection only"), import into Oni (DAE to TRBS, TGA to TXMP, ONCC from '''konoko_generic''' and TRMA from '''ninjabot_tx''') and it should Just Work. And indeed it does. [http://geyser.oni2.net/edition/characters/gally/GLB_ready.zip HERE] is the input and [http://geyser.oni2.net/edition/characters/gally/level0_GUNNM.zip HERE] is the Oni-ready plugin (PC only).
#If there's a problem with any of these steps, just say so. I'm not sure how I could explain it any better without screenshots.
#If there's a problem with any of these steps, just say so. I'm not sure how I could explain it any better without screenshots.
#This can be done in well under an hour - if you don't have to type a tutorial as you go, that is. Once you get the hang of this, you can save some time by completely skipping the "compact Konoko" part, and placing the new character's centers directly where you want them -- especially if the pose is as simple as this one, and/or if the model comes with a skeleton, or very clear anatomy, such as a [[robot]]. challenges such as the [[AE:Iron Demon]] or the [[AE:BGI|BGI]] troopers/mecha come readily to mind, and could both use a tutorial.
[[Category:Modding tutorials]]
[[Category:Modding tutorials]]