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[[Image:ARB SceneUponImportingKonokos.png|400px|right|thumb|Expected result by the end of this header]] | [[Image:ARB SceneUponImportingKonokos.png|400px|right|thumb|Expected result by the end of this header]] | ||
# Using OniSplit, export any character you want as a DAE (-extract:dae) using -noanim and -blender arguments. | # Using OniSplit, export any character you want as a DAE (-extract:dae) using -noanim (T-Pose) and -blender arguments. | ||
## As per EdT's '''Oni-Blender Tutorial''', you should get <mark><tt>AnimationDaeWriter: custom axis conversion</tt></mark> in OniSplit output if you've used the -blender argument. If you didn't get that on the output, it means something most likely went wrong and you won't be able to import the model into Blender (or you will be able to import it but it will be wrong). | ## As per EdT's '''Oni-Blender Tutorial''', you should get <mark><tt>AnimationDaeWriter: custom axis conversion</tt></mark> in OniSplit output if you've used the -blender argument. If you didn't get that on the output, it means something most likely went wrong and you won't be able to import the model into Blender (or you will be able to import it but it will be wrong). | ||
## Assuming you wanted a textured model and thus you've exported an ONCC, you should now get a '''DAE file''' and an '''''images''''' folder containing the textures for it. | ## Assuming you wanted a textured model and thus you've exported an ONCC, you should now get a '''DAE file''' and an '''''images''''' folder containing the textures for it. | ||
# Using OniSplit, export any two animations as an XML (-extract:xml) using | # Using OniSplit, export any two animations as an XML (-extract:xml) using -anim-body (lets you specify the character you want) and -blender arguments. | ||
## You should get '''one DAE and an XML file for each animation, totalling four files.''' | ## You should get '''one DAE and an XML file for each animation, totalling four files.''' | ||
# Open up Blender and set your scene's frame rate to 60 FPS. If you don't, the keyframes of the imported animations will get tightened up together, because Blender's default scene framerate is 24 FPS. | # Open up Blender and set your scene's frame rate to 60 FPS. If you don't, the keyframes of the imported animations will get tightened up together, because Blender's default scene framerate is 24 FPS. |
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