Long time no see!
I tried to have a read at this thread to find out the biggest issues which arose in the long time since my last visit... found a couple of good suggestions too, by Lumos and Mr.Master.
So I made this small update. From page 1:
ver. 0.0.52 + ver. 0.0.52b (5 Apr 2011):
- can now Cut-and-Paste stuff from one instance to another of OpenBrf
-- (btw did you know that you can also Copy any object from OpenBRF
and then Paste its name in any text editor? useful for e.g. editing py files)
- can now drag and drop .dds files to add textures
- minor fixes of recently broken stuff
(skeletal modification mesh, import of vertex colored .ply's, and [in 0.0.52b] discard-rigging command)
The first point means that now you should be able to Copy (ctrl+C) from one BRF file, switch to
another running OpenBRF window, and paste the content there (even you closed the first one) (before, it had to be the same window). This was suggested by Lumos. It has been a nice exercise.
Remember you can select multiple stuff at once (by pressing Ctrl or Shift when you click on them).
Just for information, the "copy a thing and then paste its name into a text editor" (a thing = a texture, a material, a mesh...) also finds uses within OpenBRF. For example, you can copy a material, select a mesh, click on the "material name" box, and paste the name of the material there. This is not new, it was all there before.
Second point: by dropping .dds files into OpenBRF you will import the corresponding "texture" objects. Suggested by Mr.Master. It also works dragging in multiple files at once. You can also automatically build the corresponding materials if you so wish.
Thanks also to fedeita, Swyter, and GetAssista for reporting the stuff that recently broke!
Hopefully those are fixed now.
EDIT: a hotfix version, released maybe an hour later (0.0.52
b), also fixes the game crashing on "discard rigging" from a mesh. Thanks to Highlander for reporting.
Let me know if i overlooked anything!
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PS: to fedeita,
about skeleton editing.
Now you should be able to modify a skeleton by exporting, editing and re-importing a "skeleton modification mesh", but be warned that M&B is a little unintuitive as for modified skeletons.
- Uniformly scaling the entire skeleton is totally fine (as long as you enlarge the rigged meshes as well)
- Translating bones around, which means changing their lengths: you can almost get away with that
(deforming the rigged meshes too, naturally).
- Rotate bones (i.e. change their orientation) and you will get results which are
totally unlike what you would expect.
- Add/remove bones and it will just not work, unless maybe you also change every animation in the game to include the new bones, plus all rigged meshes and a couple of other files too.
The reason is the way Skeletons and Animations work in M&B. You can somewhat get most of the results you might want (barring addition/removal of bones, which is in doubt), but it is anything but intuitive to do so.
I should write a tutorial sometime.