OBD talk:TRBS
XML section
general information
- TRBS files are stored globally (in edition/GameDataFolder/level0_Final)
- these files are used by ONCC
- they contain 5 models differing in ("LOD") level of detail (triangle number)
extraction
onisplit -extract:xml output_folder input_folder/TRBSname.oni
creation
onisplit -create output_folder input_folder/TRBSname.xml
example
TRBSkonoko_body_high.xml (extracted with onisplit v0.9.68.0)
<?xml version="1.0" encoding="utf-8"?> <Oni> <TRBS id="0"> <Elements> <Link>TRBSkonoko_body_high_TRCM1.dae</Link> <!-- 300 triangles --> <Link>TRBSkonoko_body_high_TRCM2.dae</Link> <!-- 842 triangles --> <Link>TRBSkonoko_body_high_TRCM3.dae</Link> <!-- 1250 triangles --> <Link>TRBSkonoko_body_high_TRCM4.dae</Link> <!-- 2038 triangles --> <Link>TRBSkonoko_body_high_TRCM5.dae</Link> <!-- 3294 triangles --> </Elements> </TRBS> </Oni>
custom TRIA
Onisplit creates the TRIA instance on its own.
When extracting a TRBS with onisplit v0.9.41.0 the TRIA instance gets exposed. Then it can be modified by hand to change the hierarchy of body parts.
In the table are two hexhound hierarchies. One modified and one original onisplit-generated.
The extracted xml code of those two is a bit different. They have same hierarchy but the order of body parts is different. As result the head animation was applied to different parts.
Normally such overlay animation have "Head" as "<UsedBones>", if your new model's head isn't the 11th part you need to change it.
A character with non-standard TRIA needs a complete set of new animations, those animations must be created based on that new TRIA.
The order how the parts get incorporated depends on their position in the dae file. Inside Mod Tool, the objects have Ids. The object with the lowest Id is taken gets at first into the dae.
Taking the Ids into account it should be possible to let Mod Tool generate a TRMA file fitting to TRBS.
VBS code for Mod Tool to display the object Id of a selected object
logmessage selection(0).name & ": " & selection(0).objectid
standard TRIA | hexhound TRIA | hexhound TRIA |
original | modified | original (made v0.9.68.0) |
<Instance id="8" type="TRIA"> <Elements> <TRIAElement> <Parent>0</Parent> <Child>1</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>2</Child> <Sibling>4</Sibling> </TRIAElement> <TRIAElement> <Parent>1</Parent> <Child>3</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>2</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>5</Child> <Sibling>7</Sibling> </TRIAElement> <TRIAElement> <Parent>4</Parent> <Child>6</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>5</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>8</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>7</Parent> <Child>9</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>8</Parent> <Child>10</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>9</Parent> <Child>0</Child> <Sibling>11</Sibling> </TRIAElement> <TRIAElement> <Parent>9</Parent> <Child>12</Child> <Sibling>15</Sibling> </TRIAElement> <TRIAElement> <Parent>11</Parent> <Child>13</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>12</Parent> <Child>14</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>13</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>9</Parent> <Child>16</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>15</Parent> <Child>17</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>16</Parent> <Child>18</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>17</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> </Elements> </Instance> |
<Instance id="4" type="TRIA"> <Elements> <TRIAElement> <Parent>0</Parent> <Child>1</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>2</Child> <Sibling>3</Sibling> </TRIAElement> <TRIAElement> <Parent>1</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>4</Child> <Sibling>5</Sibling> </TRIAElement> <TRIAElement> <Parent>3</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>6</Child> <Sibling>7</Sibling> </TRIAElement> <TRIAElement> <Parent>5</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>8</Child> <Sibling>9</Sibling> </TRIAElement> <TRIAElement> <Parent>7</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>10</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>9</Parent> <Child>11</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>10</Parent> <Child>12</Child> <Sibling>14</Sibling> </TRIAElement> <TRIAElement> <Parent>11</Parent> <Child>13</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>12</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>10</Parent> <Child>15</Child> <Sibling>17</Sibling> </TRIAElement> <TRIAElement> <Parent>14</Parent> <Child>16</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>15</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>10</Parent> <Child>18</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>17</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> </Elements> </Instance> |
<Instance id="4" type="TRIA"> <Elements> <TRIAElement> <Parent>0</Parent> <Child>1</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>2</Child> <Sibling>3</Sibling> </TRIAElement> <TRIAElement> <Parent>1</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>4</Child> <Sibling>5</Sibling> </TRIAElement> <TRIAElement> <Parent>3</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>6</Child> <Sibling>7</Sibling> </TRIAElement> <TRIAElement> <Parent>5</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>8</Child> <Sibling>9</Sibling> </TRIAElement> <TRIAElement> <Parent>7</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>0</Parent> <Child>10</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>9</Parent> <Child>11</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>10</Parent> <Child>12</Child> <Sibling>13</Sibling> </TRIAElement> <TRIAElement> <Parent>11</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>10</Parent> <Child>14</Child> <Sibling>16</Sibling> </TRIAElement> <TRIAElement> <Parent>13</Parent> <Child>15</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>14</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>10</Parent> <Child>17</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>16</Parent> <Child>18</Child> <Sibling>0</Sibling> </TRIAElement> <TRIAElement> <Parent>17</Parent> <Child>0</Child> <Sibling>0</Sibling> </TRIAElement> </Elements> </Instance> |
Old talk
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)
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. :/
Thought on Oni / 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