Re: OpenGEX as .Nif alternative for OpenMW
Posted: 15 Nov 2020, 12:38
I exported OpenMWDude_01 from Blender to dae with Godot's Better Collada Exporter ( https://github.com/unelsson/collada-exp ... tch11_2020 works on Blender 2.83 and possibly too on 2.9). OSG dae plugin has problems understanding the skeleton structure of that particular model, and I've come to the conclusion that it's because multiple "root" nodes. OSG believes that "root" and "DEF-root" are base skeletons, and can only handle one of these "base skeletons". It tries to load joints that belong to "DEF-root" from "root" and vice versa. Switching node structure doesn't seem to make any difference. I wonder if the export from Blender fails, or if the model can be changed, or if the dae loader needs some work. It may be so that the dae loader should understand that "rig" is the actual skeleton, but I'm not sure why it decides to read only the first node under "rig" as the main skeleton.
I've noticed that the model has small gaps between body parts. I believe this is intentional, but what is required to make a solid body from that base model? Is it just a matter of moving vertices or making some new faces in the model?
I also tested OpenMWDude_01.fbx in osganimationviewer. All animations are loaded to OSG properly. The bad stuff is that osganimationviewer just loads the model once from the hard drive, whereas OpenMW uses caching and virtual file system and therefore requires a method for loading file from memory. This doesn't seem to be implemented in OSG's fbx plugin yet.
Scale of the model is extremely small for OpenMW. In general, scaling it up is required. I'm not sure which factor though, linking this scale discussion here for convenience viewtopic.php?t=3495 .
Some other details are:
- There's incompatibility between Better Godot Exporter and OSG in that animation_clip shouldn't have name="something", but id="something". This is easily fixed in text editor.
- Collada file could have all of the required animations listed, but animation start and end times for looping animations may require text editor at this stage. Exporter seems to do decent job in setting the actual start and end times for animations in general though.
I've noticed that the model has small gaps between body parts. I believe this is intentional, but what is required to make a solid body from that base model? Is it just a matter of moving vertices or making some new faces in the model?
I also tested OpenMWDude_01.fbx in osganimationviewer. All animations are loaded to OSG properly. The bad stuff is that osganimationviewer just loads the model once from the hard drive, whereas OpenMW uses caching and virtual file system and therefore requires a method for loading file from memory. This doesn't seem to be implemented in OSG's fbx plugin yet.
Scale of the model is extremely small for OpenMW. In general, scaling it up is required. I'm not sure which factor though, linking this scale discussion here for convenience viewtopic.php?t=3495 .
Some other details are:
- There's incompatibility between Better Godot Exporter and OSG in that animation_clip shouldn't have name="something", but id="something". This is easily fixed in text editor.
- Collada file could have all of the required animations listed, but animation start and end times for looping animations may require text editor at this stage. Exporter seems to do decent job in setting the actual start and end times for animations in general though.