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: For all I know this works with animations exported from Oni and modified in Softimage. If you come up with a completly new animation it should work as long as the skeleton is similar to the one used in Oni. | : For all I know this works with animations exported from Oni and modified in Softimage. If you come up with a completly new animation it should work as long as the skeleton is similar to the one used in Oni. | ||
: Note that the geometry that is present inside the Collada file is used to compute the "vertical extents" so it better be the same or close to the one the animation is intended for. | : Note that the geometry that is present inside the Collada file is used to compute the "vertical extents" so it better be the same or close to the one the animation is intended for. | ||
: The biggest problem are the attacks. While it's not difficult to add attacks to the xml file, computing the necessary "extents" is not going to be easy. I guess in the end I'll have to add some command to OniSplit to do it. | : The biggest problem are the attacks. While it's not difficult to add attacks to [http://oni.bungie.org/community/forum/viewtopic.php?pid=23230#p23230 the xml file], computing the necessary "extents" is not going to be easy. I guess in the end I'll have to add some command to OniSplit to do it. | ||
: '''Edit:''' attack extents becomes automatically calculated with onisplit v0.9.55.0 and newer | |||
* tutorial: [[AE:Authoring_custom_camera_animations]] | * tutorial: [[AE:Authoring_custom_camera_animations]] | ||
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