User talk:Neo
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New OniSplit version: OniSplit v0.9.41
What's new:
- fixed the Collada importer to work with 3DSMax exported files
New OniSplit version: OniSplit v0.9.40
What's new:
- support for exporting/importing sound animations to/from xml files
- better Collada export for environment
- support for full color transparent textures (-format:bgra32 on the command line, ARGB8888 format in an xml file)
- different (hopefully better) xml export format for animations (this one is actually from 0.9.38 but since that wasn't mentioned here...)
- a more or less complete animation importer. This one deservers some notes:
- -unlike other importers that produce .oni files this one produces and .xml file (similar to the one you get when exporting a TRAM)
- when you do
onisplit -create:tram target_dir animation.dae
- in the target dir you'll get a TRAManimation.xml file.
- You need to add some stuff to that file to make it actually work as an animation. In particular the animation type, from/to states and varient needs to be set.
- -For all I know this works with animations exported from Oni and modified in Softimage. If you come up with a completly new animation it should work as long as the skeleton is similar to the one used in Oni.
- -Note that the geometry that is present inside the Collada file is used to compute the "vertical extents" so it better be the same or close to the one the animation is intended for.
- -The biggest problem are the attacks. While it's not difficult to add attacks to the xml file, computing the necessary "extents" is not going to be easy. I guess in the end I'll have to add some command to OniSplit to do it.
- -Everything else that I forgot :)
New OniSplit version: OniSplit v0.9.37
What's new:
- support for transparency in the environment importer
New OniSplit version: OniSplit v0.9.35
What's new:
- conversion of recorded films (.dat binary files) to xml files that can be used to create FILM .oni files
OniSplit film2xml out_dir film.dat
Neo
I get this error message using the command create:tram
System.NotSupportedException: Invalid rotation axis {X:0 Y:0 Z:-1} for rotate transform in animation pelvis-node-ry at Oni.Totoro.AnimationDaeReader.FindRotations () [0x00000] at Oni.Totoro.AnimationDaeReader.Import (System.String filePath, System.String outputDirPath) [0x00000] at Oni.Program.CreateGeneric (System.String[] args) [0x00000] at Oni.Program.Main (System.String[] args) [0x00000] (1)
The dae files are here: http://www.filefront.com/14507129/dae.rar
xml animation file here: http://www.filefront.com/14507115/ID%20walking.xaf
Thanks EdT
Yep, caused by Z-up. I'll see what I can do.
Hi Neo,
When you have time, can you take a look at this:
When I use the latest FBX Converter 2010.2 to convert FBX to DAE, I get this problem. However, when I use an older version, it works fine. Here are the DAEs from both version: http://edt.oni2.net/temp/TRBSproblem.zip G2 is uses the new version, G1 uses the old.
Thanks EdT
Oh boy, the new converter uses matrix transforms instead of individual scale/rotate/translate transforms. I'll see what I can do...
The Iron Demon walks! Sorta...
You can see the video here: http://edt.oni2.net/ID/IDwalk.wmv
I converted the files from Bobbysoon (TRAMID_run1stepb.DAE, TRAMID_runstart.DAE, TRAMID_runstop.DAE) to xml. The XML gave the pelvis height as <Height>-2175.5</Height>, so I removed the negative and divided the height by 100. But as you can see, the model floats above the ground. Also, the velocity has some large numbers in the first part <Velocity>-4.076141 0</Velocity> I think that is the cause of the ID moving sideways not forward.
Files here: http://edt.oni2.net/ID/ID_Files.zip
- Ha ha, that's going in my album of weird modding results. Anyway, I didn't even realize that animations were supposed to work yet, I thought we were waiting for an update to OniSplit. --Iritscen 14:33, 29 November 2009 (UTC)
Hi Neo,
Having problems converting DAEs to trams. I put all the files in a zip and included a ReadMe with the description of the errors. http://edt.oni2.net/temp/NeoTRAM.zip
I was trying to make new animations, whenever you have time, please take a look. Thanks EdT
Hmm... I just discovered that I can't export TXMPs from a .dat file to the PNG format. I am attempting to use the -extract:png command on a virgin .dat file. The -extract:tga options works fine, but the -extract:png option gives:
System.TypeInitializationException: An exception was thrown by the type initializer for System.Drawing.GDIPlus ---> System.DllNotFoundException: gdiplus.dll at (wrapper managed-to-native) System.Drawing.GDIPlus:GdiplusStartup (ulong&,System.Drawing.GdiplusStartupInput&,System.Drawing.GdiplusStartupOutput&) at System.Drawing.GDIPlus..cctor () [0x00000] --- End of inner exception stack trace --- at System.Drawing.Bitmap..ctor (Int32 width, Int32 height, PixelFormat format) [0x00000] at (wrapper remoting-invoke-with-check) System.Drawing.Bitmap:.ctor (int,int,System.Drawing.Imaging.PixelFormat) at Oni.Imaging.SysExporter.ExportInstance (Oni.InstanceDescriptor descriptor) [0x00000] at Oni.Exporter.ExportInstanceList (System.Collections.Generic.List`1 descriptors) [0x00000] at Oni.Exporter.Export (Oni.InstanceFileManager fileManager, System.String sourceFilePath, System.String filter) [0x00000] at Oni.Program.ExtractTextures (System.String[] args) [0x00000] at Oni.Program.Main (System.String[] args) [0x00000]
This occurred in both 0.9.38 and 0.9.41 on my Mac. I used to always extract TXMPs as TGA, so I don't know when this actually worked for me. --Iritscen 17:54, 2 January 2010 (UTC)
TGA always works because it's all done in OniSplit. For PNG/JPG I'm using the framework (.NET/Mono) and Mono seems to have a problem. Neo