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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 [ | :::::::No, I'm looking at [https://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) | ||
::::::::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, [ | :::::::::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, [https://www.sendspace.com/file/rl6zre THIS] 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> | ::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) |