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OBD talk:TRBS: Difference between revisions

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===custom TRIA===
===custom TRIA===
When extracting a TRBS with onisplit v0.9.41.0 the [[TRIA#Investigation|TRIA]] instance gets exposed. It can be modified to change the hierarchy of body parts.
Onisplit creates the [[TRIA#Investigation|TRIA]] instance on its own.


Onisplit can create the TRIA instance on its own. The extracted xml code looks a bit different but ingame the model appears to have the same hierarchy.
When extracting a TRBS with onisplit v0.9.41.0 the TRIA instance gets exposed. Then it can be modified by hand to change the hierarchy of body parts.
 
In the table are two hexhound hierarchies. One modified and one original onisplit-generated.
 
The extracted xml code of those two is a bit different. They have same hierarchy but the order of body parts is different. As result the head animation was applied to different parts.
 
Normally such overlay animation have "Head" as "<UsedBones>", if your new model's head isn't the 11th part you need to change it.


A character with non-standard TRIA needs a complete set of new animations, those animations must be created based on that new TRIA.
A character with non-standard TRIA needs a complete set of new animations, those animations must be created based on that new TRIA.


Head animations: normally such overlay animation have "Head" as "<UsedBones>", if your new model's head isn't the 11th bone you need to change it.
The order how the parts get incorporated depends on their position in the dae file. Inside Mod Tool, the objects have Ids. The object with the lowest Id is taken gets at first into the dae.
 
Taking the Ids into account it should be possible to let Mod Tool generate a TRMA file fitting to TRBS.
 
 
'''VBS code for Mod Tool to display the object Id of a selected object'''
logmessage selection(0).name & ": " & selection(0).objectid
 


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