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{{update|This article contains links to the now defunct Oni Central Forum. Sections: History of Modding with Blender}}
Blender is a free and open-source program used for 3D modeling, animating, rigging, texturing, video editing, digital drawing, etc. It is the community's current 3D software of choice for modding Oni.
Blender is a free and open-source program used for 3D modeling, animating, rigging, texturing, video editing, digital drawing, etc. It is the community's current 3D software of choice for modding Oni.


==History of modding with Blender==
==History of modding with Blender==
[[Mod Tool|XSI Mod Tool 7.5]], a free version of Autodesk Softimage from 2009, had the fewest problems in handling Oni's assets and animations, it was relative easy to learn and use, and it was free. Up until 2019, it was Oni community's 3D program of choice.
[[Mod Tool|XSI Mod Tool 7.5]], a free version of Autodesk Softimage from 2009, had the fewest problems in handling Oni's assets and animations, it was relatively easy to learn and use. Up until 2019, it was Oni community's 3D program of choice.


Blender had a notoriously bad user interface and couldn't handle DAE files very well. [[#Oni-specific_issues_with_Blender|Beside other problems]], most important the expected rotation order and up-axis were different between XSI and Blender.
Blender at that time had a notoriously bad user interface and couldn't handle DAE files very well. [[#Oni-specific_issues_with_Blender|Besides other problems]], most importantly the expected rotation order and up-axis were different between XSI and Blender.


After an overhaul in version 2.80 Blender's user-friendliness and [http://oni.bungie.org/forum/viewtopic.php?pid=52588#p52588 support for vertex shading in DAE] was improved. At the same time more and more users had problems to run XSI on their PCs.
After an interface overhaul in version 2.80 Blender's user-friendliness and [http://oni.bungie.org/forum/viewtopic.php?pid=52588#p52588 support for vertex shading in DAE] was improved. At the same time more and more users had problems to run XSI on their PCs.


By 2019 demands got louder to support Blender made animations. [[OniSplit]] received an update (<tt>-blender</tt>) so it could read such animations. Also, rigging never fully worked in XSI so between 2020 and 2022 an [[Using the Rigify animation rig|animation rig]] tailor-fit for making Oni animations - along side a new addon named [[BlenderOni]] - was created. It rendered the last nail in the coffin of XSI.
By 2019 demands got louder to support Blender made animations. [[OniSplit]] received an update (<tt>-blender</tt>) so it could read such animations. Also, rigging was never fully figured out in XSI so between 2020 and 2022 an [[Using the Rigify animation rig|animation rig]] tailor-fit for making Oni animations - alongside a new addon named [[BlenderOni]] - was created. It was the last nail in the coffin of XSI.


==Tutorials and resources==
==Tutorials and resources==
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Related videos:
Related videos:
* [https://youtu.be/XqX5wh4YeRw?t=46 Python Crash Course for Blender! (Curtis Holt)]
* [https://www.youtube.com/watch?v=XqX5wh4YeRw&t=46s Python Crash Course for Blender! (Curtis Holt)]
* [https://www.youtube.com/watch?v=uahfuypQQ04 Blender 2.8 Addon Development Tutorial for Beginners (Jayanam)]
* [https://www.youtube.com/watch?v=uahfuypQQ04 Blender 2.8 Addon Development Tutorial for Beginners (Jayanam)]


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For more information on BlenderOni, please check its documentation page available [[BlenderOni|HERE]].
For more information on BlenderOni, please check its documentation page available [[BlenderOni|HERE]].
==Blender-specific OniSplit information==
For detailed instructions on how to convert Oni assets to Blender-readable files, please check [[Importing_character_models#Blender-specific_OniSplit_information| Blender-specific OniSplit information.]]


==Oni-specific issues with Blender==
==Oni-specific issues with Blender==
===Fixing texture mapping of DAE files===
Replace all instances of <technique> with <technique sid="common">.
===Rotation order===
===Rotation order===
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 (mostly) without 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.
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 (mostly) without 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.
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===Lack of textures on animated models===
===Lack of textures on animated models===
'''Currently there is no option in OniSplit for exporting animated models with textures.''' While you don't need textures for animating, they are very useful, particularly in the case of Oni; the models are low-detail to a point where you can lose sense of which direction elbows and knees are facing if you don't have the textures on.  
'''Currently there is no option in OniSplit for exporting animated models with textures in a way that Blender will import.''' While you don't need textures for animating, they are very useful, particularly in the case of Oni; the models are low-detail to a point where you can lose sense of which direction elbows and knees are facing if you don't have the textures on.  


Because there is no option to export animated models with textures, '''the current workaround for that is to import an unanimated model with textures, then import an animated model,''' and either copy materials from the unanimated model to the animated one (the faster method), or set the materials on the animated model manually in the Shading tab.
Because there is no option to export animated models with textures, '''the current workaround for that is to import an unanimated model with textures, then import an animated model,''' and either copy materials from the unanimated model to the animated one (the faster method), or set the materials on the animated model manually in the Shading tab.
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