XML talk:TRAM: Difference between revisions

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A textual comparison with WinMerge reveals that the outputs of native TRAMs are almost the same.
A textual comparison with WinMerge reveals that the outputs of native TRAMs are almost the same.


https://dl.dropboxusercontent.com/u/139715/OniGalore/comparing_different_anim_exports_in_winmerge.png
[[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.
Except the chunks of <library_images>, <library_effects> and <library_materials> are missing in the second dae.
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Inside, there are <instance_geometry> nodes which are pretty much empty for the second dae.
Inside, there are <instance_geometry> nodes which are pretty much empty for the second dae.


Here you can see Konoko performing Barabus' super kick. I restored only a few bones. Proof of concept.
I restored only a few bones. Proof of concept.
 
https://dl.dropboxusercontent.com/u/139715/OniGalore/recover_textures_for_characters_with_non-native_animation.png


In other words: for a complete textured and animated character you need to post-edit the dae which is actually xml code.
In other words: for a complete textured and animated character you need to post-edit the dae which is actually xml code.
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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.
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.


[https://dl.dropboxusercontent.com/u/139715/OniGalore/recover_textures_for_characters_with_non-native_animation.zip HERE] are the two different exports you can experiment with.
I added a "Repair character textures" option to "Simple OniSplit GUI", though that feature wasn't tested very much.
 


==old==
==old==
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