02-12-2012, 10:53 PM
(This post was last modified: 02-12-2012, 10:59 PM by SierraLatkje.)
In trying to rip the models from Final Fantasy VIII for submission, I've found that some of the delicate polygons seem to get lost in the process of opening the models in Blender. (In my earlier thread on the subject of the quality of the rips, this is evident in, say, the T-Rexaur's missing teeth, for example.)
However, this does not seem to be the case in other programs. When I open them in Metasequoia, all the polygons come through fine. The following screenshot shows pretty clearly the difference between Blender and Metasequoia's success rate on the thin polygons.
So, basically, I'm wondering if there's something I can do in opening them in Blender to prevent this problem. (Because I don't know enough about Metasequoia to take screenshots in it (can't get the textures to show up (the example above was taken in PMDEditor using an .x file exported from Metasequoia)) and I don't really know what I'm doing in Blender, either.) As far as I can tell, there isn't anything wrong with the models that have this problem in Blender, but I've uploaded several of them in a group file (http://www.mediafire.com/?5bp3ycoeg566i40) so that others can check it out to see if they're actually damaged, or if I'm just screwing up in Blender. (Admittedly, that's the more likely case.)
Also, does anyone know a good method to make Noesis rip models in a T-pose? I'm sort of holding off on the characters until I can figure out if there's a way. I know there are some advanced options for changing bone locations, but...I'm wondering if anyone knows what locations I should be telling them to be put in. (I know I can get the bone numbers from Noesis itself, but...as to the new placements...is it just a matter of trial and error or what?)
However, this does not seem to be the case in other programs. When I open them in Metasequoia, all the polygons come through fine. The following screenshot shows pretty clearly the difference between Blender and Metasequoia's success rate on the thin polygons.
So, basically, I'm wondering if there's something I can do in opening them in Blender to prevent this problem. (Because I don't know enough about Metasequoia to take screenshots in it (can't get the textures to show up (the example above was taken in PMDEditor using an .x file exported from Metasequoia)) and I don't really know what I'm doing in Blender, either.) As far as I can tell, there isn't anything wrong with the models that have this problem in Blender, but I've uploaded several of them in a group file (http://www.mediafire.com/?5bp3ycoeg566i40) so that others can check it out to see if they're actually damaged, or if I'm just screwing up in Blender. (Admittedly, that's the more likely case.)
Also, does anyone know a good method to make Noesis rip models in a T-pose? I'm sort of holding off on the characters until I can figure out if there's a way. I know there are some advanced options for changing bone locations, but...I'm wondering if anyone knows what locations I should be telling them to be put in. (I know I can get the bone numbers from Noesis itself, but...as to the new placements...is it just a matter of trial and error or what?)