OBD talk:TRBS
How about more body parts?
HERE's a quick and dirty test. (Done on PC.)
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 HERE.
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).
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). On a side note: the aiming animation was affecting the new part. Why? I dunno.
Sure more tests are needed. :/
proposal for onisplit modifications
Maybe this whole 19+ thing requires engine modding too but that's what I think what should be tried before.
- changing limit variable from 19 to 32
- for ONCC's CBPM (materials) and CBPI (HitImpacts, BlockedImpacts, KilledImpacts) (unsure if this work)
- for TRBS (dae-to-oni import) (this should work because the old xml way does already)
- allow import of up-to-32-bones-TRAM.dae files (???)
- allow creation of raw archives with such TRAMs
new 19-bone TRIA
Basically, a 4-legged (19-bone) character would be playable if we create enough new TRAM files. A simple test can be seen here: vid + files.
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.
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
- 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 ^_^ ) --geyser 23:34, 22 May 2011 (UTC)