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Blender: Difference between revisions

34 bytes added ,  29 October 2022
m
→‎Lack of textures on animated models: clarifying; you *can* do this with "-extract:dae some_folder some_oncc.oni -anim:some_tram", but Blender won't accept the resulting DAE
(→‎History of modding with Blender: It's not that rigging never worked in XSI, it's that we've never figured it out there. Also minor grammatical edits.)
m (→‎Lack of textures on animated models: clarifying; you *can* do this with "-extract:dae some_folder some_oncc.oni -anim:some_tram", but Blender won't accept the resulting DAE)
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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.