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{{XML_File_Header | prev=TRAS | type=TRBS | next=TRGE | name=Totoro Body Set}} | {{XML_File_Header | prev=TRAS | type=TRBS | next=TRGE | name=Totoro Body Set}} | ||
==General information== | |||
* TRBS files are stored | * TRBS files describe the overall structure of a character's 3D model. They are linked to from the ONCC character class file. | ||
* TRBS files are stored globally in level0_Final.dat. | |||
* | * They contain 5 different models with differing levels of detail (known as LODs). A common game development technique for improving performance is to display a reduced polygon-count version of a character when they're farther from the camera. | ||
==File structure== | |||
TRBS | TRBS | ||
| | | | ||
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+-- TRIA | +-- TRIA | ||
==Extraction (new method)== | |||
This is more powerful method because it extracts the full range of models (all 5 LODs). | |||
This is more powerful method because it extracts the full range of models (LODs). | |||
onisplit -extract:xml ''output_folder input_folder''/TRBS''name''.oni | onisplit -extract:xml ''output_folder input_folder''/TRBS''name''.oni | ||
==Extraction (old method)== | |||
This older extraction approach lets you choose between extracting only the TRBS or the ONCC file with TRBS. Note that this only extracts the model with the highest poly count. | |||
onisplit -extract:dae ''output_folder input_folder''/TRBS''name''.oni | onisplit -extract:dae ''output_folder input_folder''/TRBS''name''.oni | ||
onisplit -extract:dae ''output_folder input_folder''/ONCC''name''.oni | onisplit -extract:dae ''output_folder input_folder''/ONCC''name''.oni | ||
==Creation (new method)== | |||
This creates a TRBS file with up to 5 different LODs: | |||
onisplit -create ''output_folder input_folder''/TRBS''name''.xml | onisplit -create ''output_folder input_folder''/TRBS''name''.xml | ||
'''Example from TRBSkonoko_body_high.xml''' (extracted with OniSplit v0.9.68.0): | |||
'''Example''' | |||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni> | <Oni> | ||
Line 64: | Line 55: | ||
</Oni> | </Oni> | ||
==Creation (old method)== | |||
This creates a TRBS file where all LODs use the same model; that's not good for memory usage or performance, but useful enough for testing a character in-game. | |||
onisplit -create:trbs output_folder [-cel] [-normals] input_folder/TRBSname.dae | |||
(The arguments [[Importing_character_models#Cel-shading|"cel"]] and "normals" are optional.) | |||
==Standard TRIA hierarchy== | |||
[[File:XSI_ModTool_TRIA.png]] | [[File:XSI_ModTool_TRIA.png]] | ||
==Custom TRIA hierarchy== | |||
OniSplit creates the [[TRIA#Investigation|TRIA]] instance on its own. When extracting a TRBS with OniSplit v0.9.41.0, the TRIA instance is exposed. It can then be modified by hand to change the hierarchy of body parts. | |||
In the table below, you can see two examples of a TRIA: one from Konoko and one from a more or less hypothetical [[Oni2:Hex Hound|Hex Hound]]. | |||
In the | |||
: | |||
: OniSplit v0.9.58.0 and below need 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(?) tolerate unusual body part names but take the order ''seriously'' when building 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 if the head was in a different location in the hierarchy, animations intended for the head 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. A character with non-standard TRIA needs a completely set of new animations based on that new TRIA. | |||
'''Changing the body part order''' | '''Changing the body part order''' | ||
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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]. | ||
Taking this into account it should be possible to let Mod Tool generate a TRMA file | Taking this into account, it should be possible to let Mod Tool generate a TRMA file fitted to the TRBS. | ||
'''Example''' | '''Example''' | ||
{| class="wikitable" width=100% | {| class="wikitable" width=100% | ||
| ''' | | '''Standard TRIA''' | ||
| ''' | | '''Hex Hound TRIA''' | ||
|- | |- | ||
| | | | ||
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</Instance> | </Instance> | ||
|} | |} | ||
{{XML}} | {{XML}} |