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| ===3D programs=== | | ===3D programs=== |
| ====XSI==== | | ====Blender==== |
| A powerful free tool available on Windows only is {{ModTool}}. It has very detailed documentation, and is very versatile, whether working with characters or levels. More or less free equivalents thereof probably exist on the Mac platform. The latest versions of ModTool can no longer export OBJ.
| | [[Blender]] is the community's current 3D software of choice, allowing for 3D modeling, animating, and more. |
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| ====Blender====
| | Blender rocks when it comes to [[Lightmapping levels|lightmapping levels]]. XSI is closed source and can only lightmap one mesh at a time with one lightmap texture per mesh. Blender is more flexible because of its free-for-all scripting API, and a nice touch is that it supports radiosity, i.e., emissive materials -- and that's exactly how Oni's lighting was done initially (see [[OBLS]]). |
| [https://www.blender.org/ Blender] is mostly OK, but it is not as flexible as ModTool when it comes to manipulating objects in different frames of reference. | |
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| Note from geyser: "AFAIK, there is not much control over local translation and rotation (i.e., relative to the parent), as opposed to global translation and rotation (in world space). Also, IIRC, in Blender objects have 'centers', but those centers are points, with no information on rotation. This means that the center does not really define a local frame of reference at all. The general workaround is to use skeletons, rather than a bunch or meshes parented to each other. I am using only XSI when working with characters."
| | ====XSI==== |
| | Softimage XSI is a Windows-only 3D software that went discontinued in 2014, and [https://www.moddb.com/downloads/autodesk-softimage-mod-tool-75 a free version of it from 2008] used to to be the community's modding tool of choice before moving on to Blender. A number of Oni-related addons, tools and tutorials were developed for it can be still found and used. It has detailed documentation and is versatile, whether working with characters or levels, though highly obsolete. |
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| Blender rocks when it comes to [[Lightmapping levels|lightmapping levels]], though. XSI is closed source and can only lightmap one mesh at a time with one lightmap texture per mesh. Blender is more flexible because of its free-for-all scripting API, and a nice touch is that it supports radiosity, i.e., emissive materials -- and that's exactly how Oni's lighting was done initially (see [[OBLS]]).
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| ===File converters=== | | ===File converters=== |
| ====Autodesk FBX==== | | ====Autodesk FBX==== |
| Check out {{AutodeskFBX}} (primarily the FBX converter) if your tool can reliably import/export FBX but has trouble with Collada. | | Check out {{AutodeskFBX}} (primarily the FBX converter) if your tool can reliably import/export FBX but has trouble with Collada. |
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| ====3D Exploration====
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| A convenient little program, which used to be free (nagware) before turning into Deep Exploration. The free version is still available, and is very useful, although it does not support Collada.
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| ====MeshLab, Blender, etc.====
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| MeshLab is a recent converter and editor, apparently more focused on 3D scanning and printing. Supports a lot of formats including Collada, but not flawlessly. Blender has a rather complete set of import/export scripts, and in many cases it will do the job as a last resort.
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| ==Basic importing and exporting== | | ==Basic importing and exporting== |