Halvarez:
havarez said:
Maybe somebody knows how to attach head(not helmet) model to reference data.
Usually the model of the face features only on half of it, right?
The way I do it is:
- duplicate the head (find it, select it, ctrl+C, ctrl+V).
- Right click on second copy, "mirror".
- select both copies (hold shift for multiple selections), right click, "Combine meshes".
Now you have a full head.
- select combined mesh, right click, "add to reference skin" (mount on "head" when prompted)
(Or, instead of combining the two halves, just add them both "to reference skin" separately.)
- Feel free to close your brf file without saving the above changes
(OpenBRF will save the mesh among its reference meshes)
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Gothic Knight (shield problems):
oh now I see it. It is just the usual problem of vertex animations.
The problem is that in a vertex animation all frames must have the same vertices, in the same order, and the same connectivity (i.e. the same triangles connecting them).
[[Tech note: that's because each frames just redefines vertex positions and normals, while triangles, u.v. coords, etc are shared by all frames.]]
Even if you just did some basic editing, like lowering a part of the mesh, this can happen: the external 3D application (e.g. Wings3D) will sometimes change the internal vertex ordering, and this even if you just import the obj and export it right away.
Solution 1: make sure that in your original mesh each vertex has a separate u-v texture position, shared by all frames. The idea is to make it possible for OpenBRF to tell which vertex is which by looking at their u-v positions.
That is: whenever any two parts of the mesh use the same part of the texture, just jitter them a little in u-v space, to make positions different, if slightly. Note: even very small changes in u-v space will be enough, so small that it won't make any visible difference.
Then, you just edit the xyz positions the way you like to make all frames (e.g. the different positions of the belt of the shield), just make sure leaving u-v coords alone.
Now, back to OpenBRF, ask it to:
"Settings"->"On Assemble Vertex animations" -> "Trust texture positions to be unique".
And try assembling your animation, e.g. by importing all the frames (or by cutting and pasting separate frames individually, see under "Edit" menu).
If you didn't leave ambigiuities in the u-v positions, it should work.
Alternative solution: hope that Wings3D or Blender or whatever you are using, will consistently export OBJs, always in the same way (with the same internal vertex ordering).
Export OBJ for
all frames (not just the one you changed, all of them).
Then, in OpenBRF, set
"Settings"->"On Assemble Vertex animations" -> "Trust vertex ordering to be the same".
and proceed to assemble the so called "animation" of the shield from scratch, importing all frames including the first, all from equally exported OBJs (import the first as a static mesh then attach the others importing them as "vertex animation frames").
But, this works only assuming that the 3D application you are using is self-consistent in the way it export stuff.
EDIT!: To be sure, you'd better also make sure that OpenBRF is set with "Settings" -> "On Import Meshes" -> "Do Nothing", 'cos otherwise it *might* change the vertex count and by merging redundant vertices (if there are any) when you import the first frame, thus screwing up the vertex animation.
Let me know how it went!
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Damn:
Damn said:
Hey, in the very first screen of this program it shows something in "skin" and "skeleton" menus, while mine freshly installed prog has nothing, and I want to try out some of my items in motion. What should I do?
Like, a rigged armour? It should be possible to just select which animation to use in the View tab.
If you don't see that option in the view bar in the middle panel (it should be at its bottom), it could be for any of the following reasons:
A- OpenBRF cannot find its "reference" skeletons and animations, which are kept in a "reference.brf" file sitting next to the exe. Is it there?
(to check this, you can edit that data with "Settings"->"Edit reference data", then you can "Settings"->"Stop editing reference data" at any time).
(you can also add animations to the set used)
B- the selected mesh is not rigged (if it is, you can select "rigging color", in the "View" box in the center, else it is grayed)
C- the mesh is rigged to a number of bones too large for any of the skeletons/animations in reference data (human skeleton uses 20 bones)