Importing character models: Difference between revisions

→‎Working example: another sample
(→‎Working example: another sample)
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##*Work from the pelvis down the tree, because if you move, e.g., "mid", then all the upper body will move too. So, do "mid" first, and don't touch it afterward.
##*Work from the pelvis down the tree, because if you move, e.g., "mid", then all the upper body will move too. So, do "mid" first, and don't touch it afterward.
##*Use Gally's "skeleton" to pinpoint the supposed centers of her meshes. To see Konoko's centers while you move the objects, use the viewport's "eye" settings.
##*Use Gally's "skeleton" to pinpoint the supposed centers of her meshes. To see Konoko's centers while you move the objects, use the viewport's "eye" settings.
##*Shoulders, mid and chest can be tricky because the original Gally has no shoulders or mid, and chest has translation 0, unlike in Oni (probably the spine is meant only to twist, not to bend). Just try to place all those bones in proportion with the head-neck distance and approximate shoulder width (which is a bit narrower than Konoko's. Maybe it's better to use [[Shinatama Too]] instead of Konoko, here. In any case, don't be afraid to translate Konoko's body parts away from the original locations, as long as this "compact Konoko" gets close to Gally's proportions.  
##*Shoulders, mid and chest can be tricky because the original Gally has no shoulders or mid, and chest has translation 0, unlike in Oni (probably the spine is meant only to twist, not to bend). Just try to place all those bones in proportion with the head-neck distance and approximate shoulder width (which is a bit narrower than Konoko's. Maybe it's better to use [[Shinatama Too]] instead of Konoko, here. In any case, don't be afraid to translate Konoko's body parts away from the original locations, as long as this "compact Konoko" gets close to Gally's proportions.
##*[http://geyser.oni2.net/edition/characters/gally/GLB_compact.zip HERE] is what you should get (don't laugh too hard, and instead look at how well I matched the centers of Konoko's body parts with the tips of Gally's "bones").
#When you're happy with the overlap, you are ready to match Gally's body parts to Konoko's; both in terms of hierarchy ([[TRIA]]) and in terms of relative placement ([[TRTA]]).
#When you're happy with the overlap, you are ready to match Gally's body parts to Konoko's; both in terms of hierarchy ([[TRIA]]) and in terms of relative placement ([[TRTA]]).
#*Switch to "Center" in the "Select" panel, select "pelvis" (Gally's), then click "Match all transforms" in the "Transform" drop-down, and pick "pelvis2" (Konoko's). Check the result by alternatively selecting "pelvis" and "pelvis2". Look not only at the values in the "Transform" panel, but also, in any viewport, at the center (white circle) and the local axes (colored) lines. The rotation should be OK, but the translation may be off. If it is, just fix it manually, and check the result in the viewport, alternatively selecting "pelvis" and "pelvis2" until you're sure that both centers are the same.
#*Switch to "Center" in the "Select" panel, select "pelvis" (Gally's), then click "Match all transforms" in the "Transform" drop-down, and pick "pelvis2" (Konoko's). Check the result by alternatively selecting "pelvis" and "pelvis2". Look not only at the values in the "Transform" panel, but also, in any viewport, at the center (white circle) and the local axes (colored) lines. The rotation should be OK, but the translation may be off. If it is, just fix it manually, and check the result in the viewport, alternatively selecting "pelvis" and "pelvis2" until you're sure that both centers are the same.