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Here's an interesting article: Starbucks offers 2 hours free wifi each day. https://www.usatoday.com/money/industries/food/2008-06-02-starbucks-wifi_N.htm
Here's an interesting article: Starbucks offers 2 hours free wifi each day. https://usatoday30.usatoday.com/money/industries/food/2008-06-02-starbucks-wifi_N.htm


Also, this site may help: http://www.wififreespot.com/
Also, this site may help: https://www.wififreespot.com/


So now you have no excuse for not hanging out at the OCF and the wiki, during your move  :-)
So now you have no excuse for not hanging out at the OCF and the wiki, during your move  :-)
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'''Seriously, if you have time, can you write an AE wiki tutorial about how you modified Griffin's head --[[User:EdT|EdT]] 06:41, 5 June 2008 (CEST)'''
'''Seriously, if you have time, can you write an AE wiki tutorial about how you modified Griffin's head --[[User:EdT|EdT]] 06:41, 5 June 2008 (CEST)'''
:Quite. "How to [[wikipedia:FUBAR|FU]] Griffin's head [[wikipedia:FUBAR|BAR]]: a Blender tutorial by Iritscen". Definitely looking forward to it. --[[User:Geyser|geyser]] 22:35, 5 June 2008 (CEST)
:Quite. "How to [[wp:List of military slang terms#FUBAR|FU]] Griffin's head [[wp:List of military slang terms#FUBAR|BAR]]: a Blender tutorial by Iritscen". Definitely looking forward to it. --[[User:Geyser|geyser]] 22:35, 5 June 2008 (CEST)
::...Are you saying you don't agree with a modeling decision I made with Griffin, or that I FUBARed the actual model file? Choose your words carefully, [[friend]]. --[[User:Iritscen|Iritscen]] 22:57, 5 June 2008 (CEST)
::...Are you saying you don't agree with a modeling decision I made with Griffin, or that I FUBARed the actual model file? Choose your words carefully, [[friend]]. --[[User:Iritscen|Iritscen]] 22:57, 5 June 2008 (CEST)


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[[User:EdT|EdT]] 02:12, 11 June 2008 (CEST)
[[User:EdT|EdT]] 02:12, 11 June 2008 (CEST)


I have written a first draft of a tutorial that is aimed at total newbies to 3D work and to Blender.  It's currently a subpage at [[User:Iritscen/BlenderTutorial]].  It can be left there until done or I can finish it after someone moves it somewhere.  I'm basically leaving that to geyser or someone else with the time to think about where it should go (but I know you have your strong views on how pages should be organized, geyser, so I imagine you should be the one to find a place for it).  Please read the comments hidden with the <nowiki><!----></nowiki> tags, too.
I have written a first draft of a tutorial that is aimed at total newbies to 3D work and to Blender.  It's currently a subpage at User:Iritscen/BlenderTutorial [This was deleted after languishing unfinished for years. --Iritscen].  It can be left there until done or I can finish it after someone moves it somewhere.  I'm basically leaving that to geyser or someone else with the time to think about where it should go (but I know you have your strong views on how pages should be organized, geyser, so I imagine you should be the one to find a place for it).  Please read the comments hidden with the <nowiki><!----></nowiki> tags, too.
--[[User:Iritscen|Iritscen]] 17:37, 11 June 2008 (CEST)
--[[User:Iritscen|Iritscen]] 17:37, 11 June 2008 (CEST)


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:::::Actually, everything but Griffin's head is untouched ''and 100% correct'', so you can work with Iritscen's file, without pasting the head elsewhere. [[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST)
:::::Actually, everything but Griffin's head is untouched ''and 100% correct'', so you can work with Iritscen's file, without pasting the head elsewhere. [[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST)
::::::geyser... you're looking at Ed's fixed version, aren't you? I refused to link to mine because it was so messed up. If the copy you're looking at has correct part names, then ''it's not the copy I was working with''. It would be a waste of time to examine that model and fix every problem when Neo has already fixed the export bugs and newly-made exports are fine. --[[User:Iritscen|Iritscen]] 16:02, 3 June 2008 (CEST)
::::::geyser... you're looking at Ed's fixed version, aren't you? I refused to link to mine because it was so messed up. If the copy you're looking at has correct part names, then ''it's not the copy I was working with''. It would be a waste of time to examine that model and fix every problem when Neo has already fixed the export bugs and newly-made exports are fine. --[[User:Iritscen|Iritscen]] 16:02, 3 June 2008 (CEST)
:::::::No, I'm looking at [http://www.sendspace.com/file/rl6zre THIS] one. As far as I can tell it's the exact same "flawed" version as you gave to Ed, and apart from the head name/hierarchy/placement (and the head mesh per se) there's nothing wrong with that model. Oh, and I still don't like how you blame OniSplit (version number?) for abstract bugs. --[[User:Geyser|geyser]] 17:31, 3 June 2008 (CEST)
:::::::No, I'm looking at this one (<nowiki>https://www.sendspace.com/file/rl6zre</nowiki>, dead link). As far as I can tell it's the exact same "flawed" version as you gave to Ed, and apart from the head name/hierarchy/placement (and the head mesh per se) there's nothing wrong with that model. Oh, and I still don't like how you blame OniSplit (version number?) for abstract bugs. --[[User:Geyser|geyser]] 17:31, 3 June 2008 (CEST)
::::::::Whoops, I forgot Ed linked to my uploaded flawed model. See below for my answer on the "abstract bug" part. --[[User:Iritscen|Iritscen]] 19:00, 3 June 2008 (CEST)
::::::::Whoops, I forgot Ed linked to my uploaded flawed model. See below for my answer on the "abstract bug" part. --[[User:Iritscen|Iritscen]] 19:00, 3 June 2008 (CEST)
:Make the changes.
:Make the changes.
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:::::::[[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST)
:::::::[[User:Geyser|geyser]] 07:01, 3 June 2008 (CEST)
::::::::I have yet to try to import my exported .dae back into Blender and export it again, so I can't say yet if it will work for me. But I will follow geyser's advice about exporting from now on. The point about selecting all body parts and only exporting the selection, in particular, may be key to avoiding future problems. --[[User:Iritscen|Iritscen]] 16:02, 3 June 2008 (CEST)
::::::::I have yet to try to import my exported .dae back into Blender and export it again, so I can't say yet if it will work for me. But I will follow geyser's advice about exporting from now on. The point about selecting all body parts and only exporting the selection, in particular, may be key to avoiding future problems. --[[User:Iritscen|Iritscen]] 16:02, 3 June 2008 (CEST)
:::::::::Well, DAEs exported with scene metadata are annoying more than anything else. It will justs end up as nested scenes when and if you import and reexport the DAE again, but it doesn't screw up the model in any way. For one thing, [http://www.sendspace.com/file/rl6zre THIS] includes scene data and I can work with it just fine.
:::::::::Well, DAEs exported with scene metadata are annoying more than anything else. It will justs end up as nested scenes when and if you import and reexport the DAE again, but it doesn't screw up the model in any way. For one thing, this (<nowiki>https://www.sendspace.com/file/rl6zre</nowiki>, dead link) includes scene data and I can work with it just fine.
:::::::::Please note your misunderstanding of Ed's DAE->DAE problem as an example of a situation where early disambiguation wouldn't have hurt. Just because you and Ed have been talking about Blender and HD Griffin in private doesn't make you able to read each other's minds. --[[User:Geyser|geyser]] 17:31, 3 June 2008 (CEST)
:::::::::Please note your misunderstanding of Ed's DAE->DAE problem as an example of a situation where early disambiguation wouldn't have hurt. Just because you and Ed have been talking about Blender and HD Griffin in private doesn't make you able to read each other's minds. --[[User:Geyser|geyser]] 17:31, 3 June 2008 (CEST)
::::::::::I know what you're talking about when you say the scene metadata is annoying, I tried to read the file once with the naked eye, and got pretty ticked off trying to make heads or tails out of all the nesting.
::::::::::I know what you're talking about when you say the scene metadata is annoying, I tried to read the file once with the naked eye, and got pretty ticked off trying to make heads or tails out of all the nesting.
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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: <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)
::Here's the link to Iritscen's Griffin: <nowiki>https://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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==Collada import fixed in OniSplit v0.9.16==
==Collada import fixed in OniSplit v0.9.16==
:After testing the 3 post-Blender DAE provided by Iritscen (Barabas, Motoko, Griffin), it appears that only Griffin makes Oni crash as of OniSplit v0.9.15 (because the head ends up with 4457 points, and 4457>2048); for the other 2 models, the TRBS were faceted, but still well below the 2048 limit. It turns out that all the COLLADA files are OK (even if it's a shame what Blender does to normals): the actual problem was that OniSplit's [-normals] feature was implemented incorrectly and failed to eliminate the many duplicate vertices/normals/UVs.
:After testing the 3 post-Blender DAE provided by Iritscen (Barabas, Motoko, Griffin), it appears that only Griffin makes Oni crash as of OniSplit v0.9.15 (because the head ends up with 4457 points, and 4457>2048); for the other 2 models, the TRBS were faceted, but still well below the 2048 limit. It turns out that all the COLLADA files are OK (even if it's a shame what Blender does to normals): the actual problem was that OniSplit's [-normals] feature was implemented incorrectly and failed to eliminate the many duplicate vertices/normals/UVs.
:The [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit|_v0.9.16.zip NEW VERSION] does that correctly, and should work optimally with both the .dae exported by Blender and the ones generated from Cheetah-made FBX by Autodesk's converter. Be sure to use the -normals tag so that the not-quite-smooth normals in the DAE are ignored and 100%-smooth normals are generated instead: that's when the point count of the TRBS will be minimal. Thus, Barabas's head went down from 129 points to 128 with OniSplit 0.9.16.
:The NEW VERSION (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit|_v0.9.16.zip</nowiki>, dead link) does that correctly, and should work optimally with both the .dae exported by Blender and the ones generated from Cheetah-made FBX by Autodesk's converter. Be sure to use the -normals tag so that the not-quite-smooth normals in the DAE are ignored and 100%-smooth normals are generated instead: that's when the point count of the TRBS will be minimal. Thus, Barabas's head went down from 129 points to 128 with OniSplit 0.9.16.
:As for HD Griffin (imported with 0.9.16), the head has exactly 1024 points, and 1832 with cel-shading: clearly overkill, but at least it's below the limit and it doesn't make Oni crash. The source file I'm working with is TRBSgriffin_body_high_EdT.dae from that drop.io folder (why the frack are you guys messing with temporary links and accounts rather than uploading on oni2.net, BTW?)
:As for HD Griffin (imported with 0.9.16), the head has exactly 1024 points, and 1832 with cel-shading: clearly overkill, but at least it's below the limit and it doesn't make Oni crash. The source file I'm working with is TRBSgriffin_body_high_EdT.dae from that drop.io folder (why the frack are you guys messing with temporary links and accounts rather than uploading on oni2.net, BTW?)
::[[User:Geyser|geyser]] 19:52, 7 June 2008 (CEST)
::[[User:Geyser|geyser]] 19:52, 7 June 2008 (CEST)
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:::Thirdly, what the blam are you talking about?  '''Asymmetric operations'''?  In Griffin's ''face''?  I hope that's not what you're saying.  Please, geyser, if you really mean that, you must upload an image with the kind of notes that I made on the screenshots of Griffin and Muro, where I pointed out their existing flaws.  I simply cannot imagine what you are seeing unless you are due for a new prescription on your glasses.  Now, if you're talking about the hair, it's true that it is not perfectly symmetrical.  This was intentional on my part, as a matter of fact.  When dealing with stylized hair (such as the traditional anime spiky 'do), symmetry actually looks wrong.  Hair is supposed to be organic.  It's impossible to model it in a way that looks totally natural working with the technology available to us, but at the least, I thought that if Griffin's new hair had spikes added (in line with Lorraine's art), then they oughtn't to look symmetrical because then it looks cheesy.  So the idea is that Griffin combs his hair back every day, but it goes back slightly differently on one side than on the other.  I don't have the time to check out Konoko's original model at the moment, but I'm pretty sure her spikes are quite asymmetrical too.  Not sure if that's what you were talking about or not, but honestly, saying things like "the mesh looks more like Mutant Griffin right now" is just not good for you.
:::Thirdly, what the blam are you talking about?  '''Asymmetric operations'''?  In Griffin's ''face''?  I hope that's not what you're saying.  Please, geyser, if you really mean that, you must upload an image with the kind of notes that I made on the screenshots of Griffin and Muro, where I pointed out their existing flaws.  I simply cannot imagine what you are seeing unless you are due for a new prescription on your glasses.  Now, if you're talking about the hair, it's true that it is not perfectly symmetrical.  This was intentional on my part, as a matter of fact.  When dealing with stylized hair (such as the traditional anime spiky 'do), symmetry actually looks wrong.  Hair is supposed to be organic.  It's impossible to model it in a way that looks totally natural working with the technology available to us, but at the least, I thought that if Griffin's new hair had spikes added (in line with Lorraine's art), then they oughtn't to look symmetrical because then it looks cheesy.  So the idea is that Griffin combs his hair back every day, but it goes back slightly differently on one side than on the other.  I don't have the time to check out Konoko's original model at the moment, but I'm pretty sure her spikes are quite asymmetrical too.  Not sure if that's what you were talking about or not, but honestly, saying things like "the mesh looks more like Mutant Griffin right now" is just not good for you.
:::--[[User:Iritscen|Iritscen]] 17:26, 11 June 2008 (CEST)
:::--[[User:Iritscen|Iritscen]] 17:26, 11 June 2008 (CEST)
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