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==Parts of page in need of updating== | |||
I've placed the "update" template on this article for the following reasons: | |||
*<strike>The Vago documentation is for v0.8 and is obsolete.</strike> | |||
*<strike>The part about Blender just says that it's theoretically possible to use the program for animations! Link to a modern tutorial please.</strike> | |||
*<strike>The part about extents says that Neo will have to make OniSplit calculate them automatically; doesn't it do that now?</strike> | |||
:: Yes, it does. I compared a pure XML extraction against a round-tripped XML-DAE-extraction: The DAE companioned XML gets extracted with no attack ring and extents, so for this test XML and DAE can converted straight back to ONI file format and re-extracted as pure XML. '''Conclusion: OniSplit creates attack ring and extents from DAE data, IMHO the new attack ring and extents match the original data not perfectly but still pretty good. '''--Paradox''' | |||
*<strike>The "Excel macro" should be rewritten as stand-alone application. Also, its support for XSI should be dropped in favor of blender.</strike> | |||
:: That's the theory. Until OniX isn't going to be ... ahem ... a game changer, there will be probably no demand for this. A similar note was added on the non-talk page. '''--Paradox''' | |||
*This talk page needs an updating too! The material should be incorporated into the article or deleted. | |||
--[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 00:12, 17 March 2021 (CET) | |||
Additionally to the updates, I'd say the TRAM page should be marked "complete" when ... | |||
: ... following things are done: | |||
* <strike>motion blur (mini tutorial?)</strike> | |||
* <strike>impact effects (mini tutorial?)</strike> | |||
* <strike>TRAM picking mechanism: it gets easier to this mechanism if we differentiate between pool construction and pool usage</strike> | |||
* <strike>throw pair animation table</strike> | |||
* a simple tutorial to let a modder warm up with animations in Blender (it's okay if it rather resembles "round trip") since this page is about the file type itself (therefore: import and export) | |||
--[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 16:53, 15 March 2023 (CET) | |||
==Problem with exporting a textured character with non-native TRAC animation== | |||
This problem occurs with OniSplit v0.9.99.0 and earlier. | |||
There are basically two commands: | |||
OniSplit -extract:dae outputPath -anim:TRAMname.oni inputPath/ONCCorTRBSname.oni | |||
OniSplit -extract:xml outputPath -anim-body:inputPath/ONCCorTRBS.oni inputPath/TRAMname.oni | |||
First one cannot export TRAMs that aren't listed in character's TRAC. | |||
The second cannot export characters with textures at all. | |||
A textual comparison with WinMerge reveals that the outputs of native TRAMs are almost the same. | |||
[[Image:comparing_different_anim_exports_in_winmerge.png|right|thumb]] | |||
Except the chunks of <library_images>, <library_effects> and <library_materials> are missing in the second dae. | |||
It follows <visual_scene> where the id has a different name which is not that interesting. | |||
Inside, there are <instance_geometry> nodes which are pretty much empty for the second dae. | |||
I restored only a few bones. Proof of concept. | |||
In other words: for a complete textured and animated character you need to post-edit the dae which is actually xml code. | |||
If we doesn't get Neo to fix it we will have to export the character twice automatically and let the OniSplit GUI provide the final dae. | |||
I added a "Repair character textures" option to "Simple OniSplit GUI", though that feature wasn't tested very much. --[[User:Paradox-01|paradox-01]] 05:16, 18 August 2016 | |||
==old== | |||
===how convert dae to xml / oni ...=== | |||
====... using batch files==== | |||
'''[http://mods.oni2.net/system/files/dae_xml_oni_help.zip Download]''' this modding ''environment'' so you know that the following lines are about. | |||
Before you can run those files you need to put your source files into the "input_folder". | |||
"dae + xml(not 41) to oni.bat" will generate files with '''Q'''Keys. | |||
"dae to xml(41).bat" will generate files with '''E'''Keys. | |||
====... using the Windows address bar==== | |||
If you use the windows address bar you should have onisplit always alongside your essential modding folders to have short commands like | |||
: onisplit41 -create:tram output_folder input_folder/*.dae | |||
We want to type as less as necessary, don't we? =) | |||
====... using onisplit GUI==== | |||
Keep in mind that the GUI is only a mask for onisplit. New onisplit versions - v0.52.9.0 or newer don't have the command -create:tram. | |||
====normal animations==== | |||
You can convert such animation by choosing one of the two methods. (normal = no overlay anims) | |||
: - To create QKeyed-animation you need a helper xml file to be placed alongside the dae animation file. | |||
: - EKeyed-animations don't need a helper xml file but edits afterwards the creation. | |||
In any case the amount of needed hand work is quite the same for both methods. | |||
QKeyed-animation refuse to become edited. There's somehow a bug like Samer pointed out on the forums. (Is this still the case? - 5th Dec 2011) But that's not so tragic. You can edit the dae or the xml helper file and then merge them into an oni file again. | |||
Like EdT said an advantage of the xml helper method is that you can breakdown a single dae file into smaller pieces. It's a comfortable way to create multiple animations from one source. E.g. you make combo animations in one dae - let's say punch (p), kick '''[[XML:StNA#animation_types|(pk)]]''', punch (pkp) - then you make 3 xml helpers. First file goes from frame 0 to 40, second file from 41 to 86, and third file from 77 to 140. The dae file has 120 frames but not the 3 oni files that will be created. | |||
Some lines for the hypothetical second combo animation: | |||
<DaeImport> | |||
<Path>TRAM######combo.dae</Path> | |||
<Start>41</Start> | |||
<End>78</End> | |||
</DaeImport> | |||
<Lookup> | |||
<Type>PK</Type> | |||
<AimingType>PK</AimingType> | |||
<FromState>Standing</FromState> | |||
<ToState>Standing</ToState> | |||
<Varient>Combat</Varient> | |||
<FirstLevel>0</FirstLevel> | |||
<Shortcuts /> | |||
</Lookup> | |||
<Flags>Attack</Flags> | |||
Don't forget to add types, variants, particle etc. to your xml file before you convert it to the oni format. | |||
====testing the created files==== | |||
Either put them into an AE package or create a plugin. | |||
[[#..._using_batch_files|There's]] a batch file available that create level0 plugins. Put the created plugin files in your GameDataFolder and run the game. | |||