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(organizing and adding the "What's wrong with Blender now?" section) |
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This is the place where EdT tells me what was wrong with that Griffin model I gave him. :-) What did you have to do to get it imported? (I know you already told me some of this, but let's state it here to lay the groundwork for the discussion.) | This is the place where EdT tells me what was wrong with that Griffin model I gave him. :-) What did you have to do to get it imported? (I know you already told me some of this, but let's state it here to lay the groundwork for the discussion.) | ||
:--[[User:Iritscen|Iritscen]] 15:59, 2 June 2008 (CEST) | :--[[User:Iritscen|Iritscen]] 15:59, 2 June 2008 (CEST) | ||
Where do I start? :-) | |||
Here's the basic workflow I use for Blender: | |||
:Export from Oni using AE Tools, option for Blender. | |||
:Import into Blender, using Collada 1.4 | |||
:The 3D model will appear in a standing position. Do not change the rotation or position of the body parts. | |||
:Make the changes. | |||
:Export from Blender, Collada 1.4, options: triangles, disable physics, current scene. (I'm doing this from memory, I do not have access to Blender at work. will correct if necessary) | |||
:Import to Oni, using AE Tools. | |||
Things to remember: | |||
:Each body part has a center point, when exporting from Oni as Collada, these center points are at the correct location. However, if new parts are added, then the center point must be set. To set the center point, position the cursor at the correct location on the body part, you will need to adjust it on all 3 axis. Then go to the menu Object: Transform: Set to cursor. (from memory) | |||
:When replacing a body part, its important that its rotation matches the original part. (How? I don't know... never done it in Blender). Also, the name must be exactly as the one replaced. Finally, the parent/child relationship must be re-established. | |||
What went wrong with Griffin? | |||
:To be filled in later... | |||
[[User:EdT|EdT]] 18:54, 2 June 2008 (CEST) |
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