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| __TOC__
| | ==Old talk== |
| | ===New 19-bone TRIA=== |
| | Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files. |
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| ===How about more body parts?===
| | An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC. |
| [http://www.youtube.com/watch?v=1UuesYUvyAk HERE's] a quick and dirty test. (Done on PC.)
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| So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.) You can access the used files [http://dl.dropbox.com/u/139715/OniGalore/talk/20_body_parts.rar HERE].
| | If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --[[User:Paradox-01|Paradox-01]] 14:47, 15 May 2011 |
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| {| border=0 cellspacing=20 cellpadding=0 align=right
| | :If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a [[TRAS]] aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I ''really'' hope for is a game-ready Iron Demon ^_^ ) --[[User:Geyser|geyser]] 23:34, 22 May 2011 (UTC) |
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| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00080.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00080_TN.jpg] | |
| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00085.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/screen_shot00085_TN.jpg]
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| |}
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| There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee).
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| TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml).
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| On a side note: the aiming animation was affecting the new part. Why? I dunno.
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| Sure more tests are needed. :/
| | ===How about more body parts?=== |
| | Here's a quick and dirty test (<nowiki>https://www.youtube.com/watch?v=1UuesYUvyAk</nowiki>, dead link). (Done on PC.) |
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| | So far Oni allows 19 body parts. The vid shows a character with 20 parts. He was roughly put together (via xml) and is made of heads... (Duuno why he hasn't textures.). |
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| ====proposal for onisplit modifications====
| | [[Image:TRBS_hit_on_20th_bone.jpg|thumb]] |
| Maybe this whole 19+ thing requires engine modding too but that's what I think what should be tried before.
| | [[Image:TRBS_gun_fire_on_20th_bone.jpg|thumb]] |
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| :* changing limit variable from 19 to 32
| | There are some known and unknown problems. At least he made it into the game. ^_^ As we see in the vid the 20th body part has collision data and becomes recognized by AI as a obstacle. It also reacts on incoming attacks and has self-imunity (you cannot hurt yourself by weapon and melee). |
| :: for ONCC's CBPM (materials) and CBPI (HitImpacts, BlockedImpacts, KilledImpacts) (unsure if this work)
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| :: for TRBS (dae-to-oni import) (this should work because the old xml way does already)
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| :* allow import of up-to-32-bones-TRAM.dae files ([[OBD:TRAM/raw0x34#Compression_size_6|???]])
| | TRAM files with 20 bones are possible (via old xml method) but they refuse to become incorporated into the raw file archive. (onisplit will even stop you at the oni-file creation if you use the newer conversion method (dae and xml). |
| :* allow creation of raw archives with such TRAMs
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| http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/onisplit_stuff/no_raw_file_for_20-bones-TRAM.png
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| ===new 19-bone TRIA===
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| Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files. A simple test can be seen here: [http://dl.dropbox.com/u/139715/OniGalore/talk/simple_hex_model_walk_test.wmv vid] + [http://dl.dropbox.com/u/139715/OniGalore/talk/hex.h-test.zip files].
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| An open question is how we force the head to be the 11th part when we use the auto-TRIA-creation of onisplit v0.9.52.0. I dont't know whether head view animation are hardcoded or stored inside the TRAC/TRSC.
| | Probably this whole thing falls under the rubric "too difficult to achieve". --[[User:Paradox-01|Paradox-01]] 16:18, 14 May 2011 |
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| If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --dox
| | {{OBD}} |
| :If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a [[TRAS]] aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I ''really'' hope for is a game-ready Iron Demon ^_^ ) --[[User:Geyser|geyser]] 23:34, 22 May 2011 (UTC)
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