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I complied this version of AETools on my MacBook, hopefully, it works better for you. | I complied this version of AETools on my MacBook, hopefully, it works better for you. | ||
http://drop.io/EdT_OniFiles/ | <nowiki>http://drop.io/EdT_OniFiles/</nowiki> (dead link) | ||
Also be sure to get the latest version of OniSplit | Also be sure to get the latest version of OniSplit | ||
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:::''That's where the catch is, Ed: are you sure you understand how it is possible that 2 heads have "different rotations" even though they "look the same"? And in what sense is the rotation of the body parts not 0,0,0 for a standing pose? Think "local reference". --[[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST) | :::''That's where the catch is, Ed: are you sure you understand how it is possible that 2 heads have "different rotations" even though they "look the same"? And in what sense is the rotation of the body parts not 0,0,0 for a standing pose? Think "local reference". --[[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST) | ||
:::''Blender designers do a great job at confusing people, in the way only global orientations can be seen and edited, but it's the ''local reference'' of each body part that matters, and the ''local'' orientations of most body parts (e.g., the head) are 0,0,0. --[[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST) | :::''Blender designers do a great job at confusing people, in the way only global orientations can be seen and edited, but it's the ''local reference'' of each body part that matters, and the ''local'' orientations of most body parts (e.g., the head) are 0,0,0. --[[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST) | ||
::Here's the link to Iritscen's Griffin: http://www.sendspace.com/file/rl6zre Also, you can find my version of Griffin here: http://drop.io/EdT_OniFIles | ::Here's the link to Iritscen's Griffin: <nowiki>http://www.sendspace.com/file/rl6zre</nowiki> (dead link) Also, you can find my version of Griffin here: <nowiki>http://drop.io/EdT_OniFIles</nowiki> (dead link) | ||
::[[User:EdT|EdT]] 20:51, 2 June 2008 (CEST) | ::[[User:EdT|EdT]] 20:51, 2 June 2008 (CEST) | ||
:::Thanks, Ed. Your TRBS is OK, I guess (as for the head mesh, that's a completely different story). The problematic .dae has been an opportunity to check out just what tool Iritscen is "forced" to work with. I'm definitely appalled at how much Blender sucks, from the confusing/confused design/philosophy to the online manual. In particular when it comes to coordinate systems and transformations, it's ''unspeakably'' clumsy. Of course, there are some decent workarounds (see 5-step instructions for fixing Griffin's head above), but that doesn't cover every real-world situation, and every such "exception" will be a little big nightmare. Maybe for HD modding or bastardizing the workflow won't be ''too'' lousy, but it will never ''soar'', that much is certain. --[[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST) | :::Thanks, Ed. Your TRBS is OK, I guess (as for the head mesh, that's a completely different story). The problematic .dae has been an opportunity to check out just what tool Iritscen is "forced" to work with. I'm definitely appalled at how much Blender sucks, from the confusing/confused design/philosophy to the online manual. In particular when it comes to coordinate systems and transformations, it's ''unspeakably'' clumsy. Of course, there are some decent workarounds (see 5-step instructions for fixing Griffin's head above), but that doesn't cover every real-world situation, and every such "exception" will be a little big nightmare. Maybe for HD modding or bastardizing the workflow won't be ''too'' lousy, but it will never ''soar'', that much is certain. --[[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST) | ||
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AttributeError: 'NoneType' object has no attribute 'name' | AttributeError: 'NoneType' object has no attribute 'name' | ||
:For the disconnected triangles, I found the issue. Converting from .dae to .fbx no disconnected triangles, going from .fbx to .dae, disconnected triangles. Here are all the files: http://drop.io/EdT_OniFiles griffin_dae_fbx.zip The .dae/.fbx files with ORG in the name are the original .dae and converted .fbx. The ones with 2 is the .dae converted from the .fbx and back to .fbx. | :For the disconnected triangles, I found the issue. Converting from .dae to .fbx no disconnected triangles, going from .fbx to .dae, disconnected triangles. Here are all the files: <nowiki>http://drop.io/EdT_OniFiles griffin_dae_fbx.zip</nowiki> (dead link) The .dae/.fbx files with ORG in the name are the original .dae and converted .fbx. The ones with 2 is the .dae converted from the .fbx and back to .fbx. | ||
:One other thought, the messed up names, I had that same problem when importing the ONCC as an object into Blender (Prior to the Collada option). The names of the body parts would be misapplied in Blender, so the head would be named something else, I don't remember the details. So that's probably what Iritscen used when he first started to modify Griffin's head | :One other thought, the messed up names, I had that same problem when importing the ONCC as an object into Blender (Prior to the Collada option). The names of the body parts would be misapplied in Blender, so the head would be named something else, I don't remember the details. So that's probably what Iritscen used when he first started to modify Griffin's head | ||
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# Halted process here, as it has the same issues as the Blender-exported Griffin and failure is certain. | # Halted process here, as it has the same issues as the Blender-exported Griffin and failure is certain. | ||
Notes: Second .dae is again much bigger than first; examining it, I see arrays of UV coord.s that are a few times larger than the first .dae's versions. Also, hundreds of normal coord.s have been added for each part, where before there were none. Also, the arrays found at places like "neck-geo-position" (now marked with <nowiki><p></p></nowiki>) seem to be in a completely different format than in the original .dae (series of whole numbers, always positive, rather than the +/- floating point numbers in the original .dae). See http://www.drop.io/blenderisdumb for the first and second .dae files. | Notes: Second .dae is again much bigger than first; examining it, I see arrays of UV coord.s that are a few times larger than the first .dae's versions. Also, hundreds of normal coord.s have been added for each part, where before there were none. Also, the arrays found at places like "neck-geo-position" (now marked with <nowiki><p></p></nowiki>) seem to be in a completely different format than in the original .dae (series of whole numbers, always positive, rather than the +/- floating point numbers in the original .dae). See <nowiki>http://www.drop.io/blenderisdumb</nowiki> (dead link) for the first and second .dae files. | ||
'''Working with Barabus'''<br> | '''Working with Barabus'''<br> | ||
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# Halted process due to seeing same issue with output. | # Halted process due to seeing same issue with output. | ||
Notes: Same issues as Motoko and Griffin with second .dae. See http://www.drop.io/blenderisdumb for the two .dae files. | Notes: Same issues as Motoko and Griffin with second .dae. See <nowiki>http://www.drop.io/blenderisdumb</nowiki> (dead link) for the two .dae files. | ||
Okay, so my basic point here is, What are we gonna go about the screwed-up DAE output from Blender's Collada plug-in? | Okay, so my basic point here is, What are we gonna go about the screwed-up DAE output from Blender's Collada plug-in? | ||
--[[User:Iritscen|Iritscen]] 17:26, 5 June 2008 (CEST) | --[[User:Iritscen|Iritscen]] 17:26, 5 June 2008 (CEST) | ||
P.S.: If for some reason you want to post a file to that drop.io account, like maybe a fixed version of something, go to http://www.drop.io/blenderisdumb. --[[User:Iritscen|Iritscen]] 18:57, 5 June 2008 (CEST) | P.S.: If for some reason you want to post a file to that drop.io account, like maybe a fixed version of something, go to <nowiki>http://www.drop.io/blenderisdumb</nowiki> (dead link). --[[User:Iritscen|Iritscen]] 18:57, 5 June 2008 (CEST) | ||
:I'll run the same tests as you did and post my results. Note your links to the .dae have timed out, better change the links just to the drop.io folder. | :I'll run the same tests as you did and post my results. Note your links to the .dae have timed out, better change the links just to the drop.io folder. | ||
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#Original ONCCbaraus.dae exported from Oni 144KB, exported from Blender 284KB. | #Original ONCCbaraus.dae exported from Oni 144KB, exported from Blender 284KB. | ||
#Imported back to Oni, works fine. | #Imported back to Oni, works fine. | ||
EDIT: Added ONCCbarabus_EdT.dae to http://www.drop.io/blenderisdumb | EDIT: Added ONCCbarabus_EdT.dae to <nowiki>http://www.drop.io/blenderisdumb</nowiki> (dead link) | ||
Working with HD same procedure as Iritscen's Griffin Attempt 4: | Working with HD same procedure as Iritscen's Griffin Attempt 4: | ||
#Original TRBSgriffin_body_high.dae exported from Oni 228KB, exported from Blender 436KB | #Original TRBSgriffin_body_high.dae exported from Oni 228KB, exported from Blender 436KB | ||
#Imported back to Oni, once Griffin comes into view (he was off camera, but once I turned toward him), Oni crashes. | #Imported back to Oni, once Griffin comes into view (he was off camera, but once I turned toward him), Oni crashes. | ||
The TRBSgriffin_body_high_EdT.dae was added to http://www.drop.io/blenderisdumb | The TRBSgriffin_body_high_EdT.dae was added to <nowiki>http://www.drop.io/blenderisdumb</nowiki> (dead link) | ||
Crash report: | Crash report: |