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(Added Things to know before starting, Tools and relevant tutorials, Rotation order issue between Oni and Blender) |
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This tutorial describes how to create the Animation rig for Blender (ARB) by Geyser, shown here, with some improvements. | This tutorial describes how to create the Animation rig for Blender (ARB) by Geyser, shown here, with some improvements. | ||
The purpose of this rig is to give us much better tools to animate, compared to our [http://oni.bungie.org/forum/viewtopic.php?pid=23698#p23698 previous process in Softimage XSI, | The purpose of this rig is to give us much better tools to animate, compared to our [http://oni.bungie.org/forum/viewtopic.php?pid=23698#p23698 previous process in Softimage XSI] by EdT, which allowed us to animate exclusively with Forward Kinematics, which, while may work for simple, short animations done on characters with small amount of bones, it does not work well for Oni characters and animations, as it's too labour intensive and ineffective. | ||
==Prerequisite tutorials== | ==Prerequisite tutorials== | ||
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* [https://www.youtube.com/watch?v=aGBOu-dNZ-w Tracking Constraints - Blender 2.80 Fundamentals] | * [https://www.youtube.com/watch?v=aGBOu-dNZ-w Tracking Constraints - Blender 2.80 Fundamentals] | ||
* [https://www.youtube.com/watch?v=5FK4jDCAOkk Camera Track To vs Damped Track Constraints | Pros & Cons Explained With Examples | Blender] by 5 minutes Blender | * [https://www.youtube.com/watch?v=5FK4jDCAOkk Camera Track To vs Damped Track Constraints | Pros & Cons Explained With Examples | Blender] by 5 minutes Blender | ||
==Things to know before you starting== | |||
There are several things worth knowing before you start creating the rig. | |||
===Tools and relevant tutorials=== | |||
===Rotation order issue between Oni and Blender=== | |||
The previous XSI process allowed us to get to work pretty quickly: you could simply export any animation from Oni as a COLLADA file using OniSplit, then import it to XSI and it would work without (mostly) any quirks. That is not the case with Blender. | |||
If you import any Oni animation into Blender as it is, the rotations will be all wrong. | |||
That's because Oni's rotations are stored in XYZ Euler rotation order, while Blender's XYZ is actually ZYX, it's just called XYZ. | |||
You can prove that by simply switching the rotation order of the body parts from XYZ to ZYX, as shown below - the image on the left shows KONCOMcomb_p imported to Blender without any adjustments, with the rotation order set as default Blender's XYZ, while image on the right shows the same animation after switching the rotation order to ZYX. | |||
{| class="wikitable" | |||
|- | |||
! KONCOMcomb_p in Blender's XYZ !! KONCOMcomb_p in Blender's ZYX | |||
|- | |||
| [[Image:ARB KONCOMcomb p XYZ.png|500px|frameless]] | |||
| [[Image:ARB KONCOMcomb p ZYX.png|500px|frameless]] | |||
|} | |||
Because of this, Geyser implemented the '''-blender''' argument in OniSplit, which solves this problem by converting Oni assets' rotation order from XYZ to Quaternions and then to ZYX, and vice versa when exporting assets from Blender to Oni. So that conversion flow looks as follows: | |||
*From Oni to Blender: | |||
XYZ → Quaternions → ZYX | |||
*From Blender to Oni: | |||
ZYX → Quaternions → XYZ | |||
To summarize: '''Always use -blender argument when you're exporting assets from Oni to Blender,''' otherwise, expect the problem shown in the above screenshots. | |||
[[Category:Modding tutorials]] | [[Category:Modding tutorials]] |
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