That method will take up to 5-10 minutes . But as I said before, it's really for these who, from some personal reasons need to see textures when animating and can't stick to blenders original materials/shaders.
Hope it helps You.
Ltemplar.
]]>I really don't know what problems You guys have when exporting to blender.
Both data formats used by oni (obj. and collada) are working as fine . I did quick import test with collada data(TRBS of hi-def Konoko) and everything is working as expected.The texture coordinates are in place , all pivots points too so, so I have no idea what errors you may have here.
Maybe animations have some problems( don't know I need to check that first) but definitely not the simple idle positions.
BTW. With version of Blender You are using?
Ltemplar.
]]>I am in the same boat, burnt out, lost interest, and forgotten a lot, but trying to get back into it (for the 10th time or so ) don't know how if I will succeed to be honest. But I know I missed creating new things.
I hope you will become active again when you feel the time is right, if it is still something you would enjoy of course
Hope everything else is going fine for you on a personal level.
]]>@Delano762, how is your experiment using Blender coming along?
Last time I was working on it (summer) I was able to correctly export TRAMs from XSI to Blender, but textures were all messed up because XSI couldn't export a TRAM to an .fbx along with a texture. Didn't investigate further.
So:
1. It's possible to edit Oni animations in Blender, although:
a) importing a TRAM to Blender is a pain in the ass (you have to import a TRAM to XSI, export it as .fbx, convert it to a newer version of .fbx using FBX Converter, and then import to Blender)
b) textures are broken in Blender - every polygon on a character is textured with character's texture (does Oni have separate facial textures?), because XSI is unable to export textures properly to an .fbx for some reason which I don't remember.
2. We're still stuck with our ancient technique of manual, bone-by-bone animating. And we're still going to be stuck until we improve our animating skills, and find out how to make and use "rigs". Moving from XSI to Blender most likely won't change this.
I'm in the university now, so I don't think I'm gonna do anything Oni-related soon, though once I'm done with this academic year (assuming I make it) I've got a little idea - we've got some sort of animation department here that specializes in motion capture, and if they specialize in it, then they probably also know how to animate in a more traditional fashion. The idea is I gotta find out someone who works there, who isn't an asshole and who would be willing to explain some animating basics. Or maybe even find out some animation "circle" working on the university and join it.
]]>It is nice to see that the forum is active and that there is a new modder Scarlett who seems to be doing quite well in creating a new character.
Recently, I have been wanting to play Oni again, but haven't gotten around to it. So hopefully, I can be more active, though I have forgotten a lot. Also after getting a new computer and updated OS, a few of my modding tools "broke" so it may take awhile to get back on my feet, if I can.
@Delano762, how is your experiment using Blender coming along?
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