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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. | 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 | In the table below you can see examples of TRIA instances: one from Konoko and one from a more or less hypothetical hex-hound. | ||
The | : Onisplit v0.9.58.0 and lower needs a dae file where the body part names are strictly correct but the order doesn't matter. The result will be always a standard TRIA. | ||
: Onisplit v0.9.68.0 and higher(?) tolerates unusual body part names but it takes the order ''serious'' to build the hierarchy. | |||
: In other words, when building a custom hierarchy with new onisplit versions you don't need any longer to edit the TRIA instance in xml. | |||
Note that the head could be at a different location in the order. As result the head animation would be applied to a different body part. | |||
Normally such overlay animation have "Head" as "<UsedBones>", if your new model's head isn't the 11th part you need to change it. | Normally such overlay animation have "Head" as "<UsedBones>", if your new model's head isn't the 11th part you need to change it. | ||
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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. | ||
'''Changing the body part order''' | |||
Inside Mod Tool, the objects have an order which can be seen in the Schematics. The user can influence that order by using the Reorder Nodes Tool [I]. | Inside Mod Tool, the objects have an order which can be seen in the Schematics. The user can influence that order by using the Reorder Nodes Tool [I]. | ||
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|} | |} | ||
if selection.count > 0 then | if selection.count > 0 then | ||
' any part could be | ' any part could be selected, let's find the root body part | ||
SelectNeighborObj selection(0), 4 | SelectNeighborObj selection(0), 4 | ||
' get | ' get all members including the pelvis | ||
set bodyparts = '''selection(0).FindChildren( , , siMeshFamily)''' | set bodyparts = '''selection(0).FindChildren( , , siMeshFamily)''' | ||
for each member in bodyparts | for each member in bodyparts | ||
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logmessage "Y: " & member.Material.CurrentImageClip.source.Parameters("YRes").Value | logmessage "Y: " & member.Material.CurrentImageClip.source.Parameters("YRes").Value | ||
end if | end if | ||
logmessage "----------------------------------------------------------" | logmessage "----------------------------------------------------------" | ||
next | next | ||
logmessage "counted body parts: " & | logmessage "counted body parts: " & bodyparts.count | ||
end if | end if | ||
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| '''standard TRIA''' | | '''standard TRIA''' | ||
| '''hexhound TRIA''' | | '''hexhound TRIA''' | ||
|- | |- | ||
| | | | ||
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<TRIAElement> | <TRIAElement> | ||
<Parent>16</Parent> | <Parent>16</Parent> | ||
<Child>18</Child> | <Child>18</Child> | ||
<Sibling>0</Sibling> | <Sibling>0</Sibling> |
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