User talk:Iritscen/Archive1: Difference between revisions

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'''Seriously, if you have time, can you write an AE wiki tutorial about how you modified Griffin's head --[[User:EdT|EdT]] 06:41, 5 June 2008 (CEST)'''
'''Seriously, if you have time, can you write an AE wiki tutorial about how you modified Griffin's head --[[User:EdT|EdT]] 06:41, 5 June 2008 (CEST)'''
:Quite. "How to [[wikipedia:FUBAR|FU]] Griffin's head [[wikipedia:FUBAR|BAR]]: a Blender tutorial by Iritscen". Definitely looking forward to it. --[[User:Geyser|geyser]] 22:35, 5 June 2008 (CEST)
:Quite. "How to [[wp:List of military slang terms#FUBAR|FU]] Griffin's head [[wp:List of military slang terms#FUBAR|BAR]]: a Blender tutorial by Iritscen". Definitely looking forward to it. --[[User:Geyser|geyser]] 22:35, 5 June 2008 (CEST)
::...Are you saying you don't agree with a modeling decision I made with Griffin, or that I FUBARed the actual model file? Choose your words carefully, [[friend]]. --[[User:Iritscen|Iritscen]] 22:57, 5 June 2008 (CEST)
::...Are you saying you don't agree with a modeling decision I made with Griffin, or that I FUBARed the actual model file? Choose your words carefully, [[friend]]. --[[User:Iritscen|Iritscen]] 22:57, 5 June 2008 (CEST)


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[[User:EdT|EdT]] 02:12, 11 June 2008 (CEST)
[[User:EdT|EdT]] 02:12, 11 June 2008 (CEST)


I have written a first draft of a tutorial that is aimed at total newbies to 3D work and to Blender.  It's currently a subpage at [[User:Iritscen/BlenderTutorial]].  It can be left there until done or I can finish it after someone moves it somewhere.  I'm basically leaving that to geyser or someone else with the time to think about where it should go (but I know you have your strong views on how pages should be organized, geyser, so I imagine you should be the one to find a place for it).  Please read the comments hidden with the <nowiki><!----></nowiki> tags, too.
I have written a first draft of a tutorial that is aimed at total newbies to 3D work and to Blender.  It's currently a subpage at User:Iritscen/BlenderTutorial [This was deleted after languishing unfinished for years. --Iritscen].  It can be left there until done or I can finish it after someone moves it somewhere.  I'm basically leaving that to geyser or someone else with the time to think about where it should go (but I know you have your strong views on how pages should be organized, geyser, so I imagine you should be the one to find a place for it).  Please read the comments hidden with the <nowiki><!----></nowiki> tags, too.
--[[User:Iritscen|Iritscen]] 17:37, 11 June 2008 (CEST)
--[[User:Iritscen|Iritscen]] 17:37, 11 June 2008 (CEST)


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==Collada import fixed in OniSplit v0.9.16==
==Collada import fixed in OniSplit v0.9.16==
:After testing the 3 post-Blender DAE provided by Iritscen (Barabas, Motoko, Griffin), it appears that only Griffin makes Oni crash as of OniSplit v0.9.15 (because the head ends up with 4457 points, and 4457>2048); for the other 2 models, the TRBS were faceted, but still well below the 2048 limit. It turns out that all the COLLADA files are OK (even if it's a shame what Blender does to normals): the actual problem was that OniSplit's [-normals] feature was implemented incorrectly and failed to eliminate the many duplicate vertices/normals/UVs.
:After testing the 3 post-Blender DAE provided by Iritscen (Barabas, Motoko, Griffin), it appears that only Griffin makes Oni crash as of OniSplit v0.9.15 (because the head ends up with 4457 points, and 4457>2048); for the other 2 models, the TRBS were faceted, but still well below the 2048 limit. It turns out that all the COLLADA files are OK (even if it's a shame what Blender does to normals): the actual problem was that OniSplit's [-normals] feature was implemented incorrectly and failed to eliminate the many duplicate vertices/normals/UVs.
:The [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit|_v0.9.16.zip NEW VERSION] does that correctly, and should work optimally with both the .dae exported by Blender and the ones generated from Cheetah-made FBX by Autodesk's converter. Be sure to use the -normals tag so that the not-quite-smooth normals in the DAE are ignored and 100%-smooth normals are generated instead: that's when the point count of the TRBS will be minimal. Thus, Barabas's head went down from 129 points to 128 with OniSplit 0.9.16.
:The NEW VERSION (<nowiki>https://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/OniSplit/OniSplit|_v0.9.16.zip</nowiki>, dead link) does that correctly, and should work optimally with both the .dae exported by Blender and the ones generated from Cheetah-made FBX by Autodesk's converter. Be sure to use the -normals tag so that the not-quite-smooth normals in the DAE are ignored and 100%-smooth normals are generated instead: that's when the point count of the TRBS will be minimal. Thus, Barabas's head went down from 129 points to 128 with OniSplit 0.9.16.
:As for HD Griffin (imported with 0.9.16), the head has exactly 1024 points, and 1832 with cel-shading: clearly overkill, but at least it's below the limit and it doesn't make Oni crash. The source file I'm working with is TRBSgriffin_body_high_EdT.dae from that drop.io folder (why the frack are you guys messing with temporary links and accounts rather than uploading on oni2.net, BTW?)
:As for HD Griffin (imported with 0.9.16), the head has exactly 1024 points, and 1832 with cel-shading: clearly overkill, but at least it's below the limit and it doesn't make Oni crash. The source file I'm working with is TRBSgriffin_body_high_EdT.dae from that drop.io folder (why the frack are you guys messing with temporary links and accounts rather than uploading on oni2.net, BTW?)
::[[User:Geyser|geyser]] 19:52, 7 June 2008 (CEST)
::[[User:Geyser|geyser]] 19:52, 7 June 2008 (CEST)
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:::Thirdly, what the blam are you talking about?  '''Asymmetric operations'''?  In Griffin's ''face''?  I hope that's not what you're saying.  Please, geyser, if you really mean that, you must upload an image with the kind of notes that I made on the screenshots of Griffin and Muro, where I pointed out their existing flaws.  I simply cannot imagine what you are seeing unless you are due for a new prescription on your glasses.  Now, if you're talking about the hair, it's true that it is not perfectly symmetrical.  This was intentional on my part, as a matter of fact.  When dealing with stylized hair (such as the traditional anime spiky 'do), symmetry actually looks wrong.  Hair is supposed to be organic.  It's impossible to model it in a way that looks totally natural working with the technology available to us, but at the least, I thought that if Griffin's new hair had spikes added (in line with Lorraine's art), then they oughtn't to look symmetrical because then it looks cheesy.  So the idea is that Griffin combs his hair back every day, but it goes back slightly differently on one side than on the other.  I don't have the time to check out Konoko's original model at the moment, but I'm pretty sure her spikes are quite asymmetrical too.  Not sure if that's what you were talking about or not, but honestly, saying things like "the mesh looks more like Mutant Griffin right now" is just not good for you.
:::Thirdly, what the blam are you talking about?  '''Asymmetric operations'''?  In Griffin's ''face''?  I hope that's not what you're saying.  Please, geyser, if you really mean that, you must upload an image with the kind of notes that I made on the screenshots of Griffin and Muro, where I pointed out their existing flaws.  I simply cannot imagine what you are seeing unless you are due for a new prescription on your glasses.  Now, if you're talking about the hair, it's true that it is not perfectly symmetrical.  This was intentional on my part, as a matter of fact.  When dealing with stylized hair (such as the traditional anime spiky 'do), symmetry actually looks wrong.  Hair is supposed to be organic.  It's impossible to model it in a way that looks totally natural working with the technology available to us, but at the least, I thought that if Griffin's new hair had spikes added (in line with Lorraine's art), then they oughtn't to look symmetrical because then it looks cheesy.  So the idea is that Griffin combs his hair back every day, but it goes back slightly differently on one side than on the other.  I don't have the time to check out Konoko's original model at the moment, but I'm pretty sure her spikes are quite asymmetrical too.  Not sure if that's what you were talking about or not, but honestly, saying things like "the mesh looks more like Mutant Griffin right now" is just not good for you.
:::--[[User:Iritscen|Iritscen]] 17:26, 11 June 2008 (CEST)
:::--[[User:Iritscen|Iritscen]] 17:26, 11 June 2008 (CEST)
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