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Paradox-01 (talk | contribs) m ("how convert dae to xml / oni" - section) |
Paradox-01 (talk | contribs) mNo edit summary |
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: onisplit41 -create:tram output_folder input_folder/*.dae | : onisplit41 -create:tram output_folder input_folder/*.dae | ||
We want to type as less as | We want to type as less as necessary, don't we? =) | ||
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: - EKeyed-animations don't need a helper xml file but edits afterwards the creation. (Frame limit: 107 + unknown) | : - EKeyed-animations don't need a helper xml file but edits afterwards the creation. (Frame limit: 107 + unknown) | ||
In any case the | 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. 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. | QKeyed-animation refuse to become edited. There's somehow a bug like Samer pointed out on the forums. 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 '''[[OBD_talk:StNA#animation_types|(pk)]]''', punch (pkp) - then you make 3 xml helpers. First file goes from | 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 '''[[OBD_talk: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: | Some lines for the hypothetical second combo animation: |
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