Importing character models: Difference between revisions

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→‎Blender: note on lightmapping
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====Blender====
====Blender====
[http://www.blender.org/ Blender] is mostly OK, but it is not as flexible as ModTool when it comes to manipulating objects in different frames of reference. [[User:geyser|AFAIK]], there is not much control over local translation and rotation (i.e., relative to the parent), as opposed to global translation and rotation (in world space). Also, [[User:geyser|IIRC]], in Blender objects have "centers", but those centers are points, with no information on rotation. This means that the center does not really define a local frame of reference at all. The general workaround is to use skeletons, rather than a bunch or meshes parented to each other. [[User:geyser|I]] am using only XSI when working with characters.
[http://www.blender.org/ Blender] is mostly OK, but it is not as flexible as ModTool when it comes to manipulating objects in different frames of reference. [[User:geyser|AFAIK]], there is not much control over local translation and rotation (i.e., relative to the parent), as opposed to global translation and rotation (in world space). Also, [[User:geyser|IIRC]], in Blender objects have "centers", but those centers are points, with no information on rotation. This means that the center does not really define a local frame of reference at all. The general workaround is to use skeletons, rather than a bunch or meshes parented to each other. [[User:geyser|I]] am using only XSI when working with characters.
Blender rocks when it comes to [[AE:Lightmapping levels|lightmapping levels]], though. XSI is closed source and can only lightmap one mesh at a time with one lightmap texture per mesh. Blender is more flexible because of its free-for-all scripting API, and a nice touch is that it supports radiosity (i.e., emissive materials - and that's exactly how Oni's lighting was done initially, see [[OBLS]]).
===File converters===
===File converters===
====Autodesk FBX====
====Autodesk FBX====