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OK, I'll do that. The original plan was to make things "simpler" but I guess it's better to keep them "consistent" after all :). | OK, I'll do that. The original plan was to make things "simpler" but I guess it's better to keep them "consistent" after all :). | ||
[[User:Neo|Neo]] | |||
OK, let's give it a try: [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit_v0.9.0.zip OniSplit 0.9.0] | |||
What's new: | |||
:a couple of fixes to the collada exporter | |||
:-create:trbs option to create a TRBS file from a collada file | |||
How to use: | |||
onisplit -extract:dae some_dir level0_Final/ONCCkonoko_generic.oni | |||
This will generate a ONCCkonoko_generic.dae collada file in the directory some_dir plus the tga texture files used by the specified character. | |||
onisplit -create:trbs dest_dir some_dir\ONCCkonoko_generic.dae | |||
This will create a TRBSkonoko_generic.oni file in dest_dir | |||
Notes: | |||
:*Blender's Collada importer/exporter is buggy and you need to add the options -noanim and -zup when extracting collada files for use with Blender: | |||
onisplit -extract:dae some_dir -noanim -zup level0_Final/ONCCkonoko_generic.oni | |||
::-noanim prevents the export of the default idle animation. That's needed because Blender doesn't import animated objects correctly. | |||
::-zup exports a collada file with a coordinate system where Z axis points up instead of the default (Y up). This is needed because Blender uses Z up but the importer gets it wrong and convert to something else. | |||
:*In the absence of the animation all bones are oriented along the X axis (no rotation applied to them) so the character will look kind of weird. You can rotate them any way you need/like, it won't affect the creation of TRBS files because only translations matter. | |||
:*When exporting Collada files from Blender you need to select the "Triangles" option because OniSplit does not import polygons. | |||
:*You can replace body parts by deleting existing ones and adding new ones but you need to set the parent bone and the name of the part correctly. In Blender you can see the bone hierarchy and names in the Outliner window. | |||
:*Currently textures are exported to collada but they are ignored when importing. I'll add later an option to create TRMA files from some sort of input text file that specifies the images to be used. | |||
:*If you are using XSI Mod Tool (that's what I use) you don't need/should specify the -zup option. While the collada file will load correctly in mod tool you won't be able to rotate the bones. | |||
:*Everything else that I forgot to mention :) | |||
:*I think I should cleanup this page a bit... | |||
[[User:Neo|Neo]] | [[User:Neo|Neo]] |
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