3D Characters
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*''3D Characters'' [#r8bb1e0c]
We will use Blender, a 3D production software that is eas...
The detailed usage of Blender is omitted here.
#contents
**''Blender Preferences'' [#s1ba1bd8]
First, change the Blender environment to one suitable for...
&size(16){''About the Scene Units''};
Please make sure that the scene units are set as follows.
If the settings are different, the model will not be prop...
#ref(ENシーンの単位.png)
#br
&size(16){''About FBX Export''};
To specify FBX export settings appropriate to Bakin's spe...
#ref(Blender-FBX-ExportSettings-en.png)
-''When Using Normal Maps''
When using shaders with configurable normal maps, be sure...
(If OFF, it will not be displayed correctly.)
#br
-If you are using a version of Bledner newer than 2.83 an...
#ref(Blender_UseSpaceTransform.png)
&size(16){''How to Set Motions''};
There are two ways to set up motions.
-1) Importing a model and motions as a single file
-2) Importing a model and motions as separate fbx files
''1) Importing a Model and Motions as a Single File''
Select all bones with character models and motions and es...
When an fbx file is loaded in Bakin, a model is generated...
''2) Importing a Model and Motions as Separate fbx Files''
A model and bones, bones with motions of the same structu...
The bone structure on the model side and the bone structu...
Load each fbx file in Bakin and specify the "fbx you want...
**''Advice on Making Your Own Models - Based on Preset Mo...
&size(16){''Exporting a Model from Bakin''};
We will refer to the "Standard_A" character model in the ...
(The DLC "3D_Tutorial" must be downloaded in advance.)
#ref(ENモデルのエクスポート.png)
Open the 3D_Tutorial game file, select the 3D character m...
Select any folder to export.
Next, select the "motion_A" folder in the model list and ...
#ref(ENモーションA.png)
Once the data has been exported, launch Blender, select F...
#ref(ENFBX.png)
This time, since the model and motions are handled as sep...
This method has the advantage that the same motion can be...
After importing the model into Blender, edit the polygon ...
#br
&size(16){''Preparation for Adding a Model''};
Prepare a folder for the assets you wish to add.
This folder is only used temporarily when adding a file, ...
The added model will be added as a separate file with the...
Put the model file (.fbx), texture files (.png), and a sp...
Example: If you put an asset (standard_A) in the [standar...
#ref(standard_A1.png)
When adding a model to Bakin, please add it with the stan...
This file contains the material and texture linkage speci...
If you change the material name or texture name, you will...
#ref(standard_A2.png)
#br
**''Advice on Making Your Own Models - Adding Your Own 3D...
This section explains how to add your own 3D characters t...
There are two ways to add motion data, depending on how t...
''Separating a Model and Motions as Separate FBX Files''
Add a model file with polygons and skeleton structure, an...
The advantage of this method is that existing motions can...
(This method is used for the human characters in Bakin.)
The files required for addition are model (.fbx), texture...
The skeleton structure and name of the model and motion s...
#ref(./自作のモデルを作る際のアドバイス1.png,80%)
#ref(./自作のモデルを作る際のアドバイス2.png,80%)
#br
''Combining a Model and Motions as a Single FBX File''
Add polygons, skeleton structure and motion data together...
If the model has multiple motions, load the corresponding...
The number of frames and loop settings can then be specif...
#ref(./自作のモデルを作る際のアドバイス3.png,80%)
#br
&size(16){''About Files Required for Addition''};
3D characters require model, texture, and motion data.
Creating these requires knowledge of 3D graphics and pres...
The format and specifications of each file are as follows.
&size(14){''1. Model file (.fbx)''};
- File Format: FBX format.
- The recommended FBX version is FBX7.4 (FBX2014).
(Bakin's human characters were created using Blender 2.83)
- The FBX format supports both ASCII and binary formats.
- For versions earlier than FBX7.4 (FBX2014), you will be...
For more information, please see the section on Adding Me...
- The display will not be correct except for the triangul...
Please perform triangular polygonal conversion in advance...
(Enabling the Optimization Option will automatically perf...
- The size of a single block of Bakin terrain is equivale...
Bakin's standard character size is such that it fits for ...
- Multiple materials can be specified for a single model,...
- The file names should be specified in half-width alphan...
- The limit on the number of joints in a skeleton structu...
However, this limit varies between a minimum of 341 and a...
In addition, the maximum number of weight influences shou...
- For separate motion data, the bones of the character mo...
- To combine motion data, specify multiple animations in ...
The working unit for motion is 60 fps.
&size(14){''2. Textures (.bmp、.png)''};
- File Format: BMP or PNG format.
- The recommended pixel size for textures is a value call...
Specifying a texture with a size other than a power of 2 ...
- The file name of the texture is the one specified in th...
- Alpha channel can be specified in BMP to create transpa...
PNGs can also be rendered transparently by specifying a t...
- Bakin uses PBR (Physical Based Rendering) to achieve mo...
#br
Albedo Map Texture: Texture that specifies the color of t...
Normal Map Texture: Texture that specifies the surface ro...
Mask Map Texture: Texture that specifies R (luminance), G...
#br
By specifying these settings correctly, more realistic te...
#br
Also, even without a mask map, the specifications control...
#ref(ENマテリアルプロパティ.png)
- The file names should be specified in half-width alphan...
- Example of Texture Files
Albedo Map Texture
#ref(追加に必要なファイル2.png)
Normal Map Texture
#ref(追加に必要なファイル3.png)
Mask Map Texture
#ref(追加に必要なファイル4.png)
#br
&size(14){''3. Motion Files (.fbx)''};
If the asset to be added is to be separate files for the ...
The supported FBX versions and formats are the same speci...
- File Format: FBX format.
- Delete the polygon mesh in the motion files.
- The skeleton structure and name should be the same as i...
- The working unit of motion is 60fps, the same as when i...
- If there are multiple motions (actions) in one motion f...
- Specify the start and end frames and export the FBX fil...
- The motion file names are flexible, but it may be easie...
Example: mot_walk.fbx, mot_wait.fbx, mot_run.fbx
- The default setting for motion is no loop regeneration.
If you wish to loop the animation, turn on the "Loop" spe...
#ref(ループ.png)
#br
&size(16){''Preparation for Adding a Model''};
+Prepare a folder for the asset files you wish to add.
This folder is only used temporarily for addition. Any fi...
The added model will be added under the res folder in the...
#br
+Put the model file (.fbx) and texture file (.bmp or .png...
Example: If you put an asset (standard_A) in the [standar...
#ref(追加に必要なファイル6.png)
#br
**''Adding Methods to Bakin'' [#ece24823]
The process for adding a model and motions to Bakin is th...
#br
+Select [Resources] > [Models] > [Add Button] to open the...
#ref(ENBAKIN への追加⽅法1.png)
#br
+Select the [Select from File].
#br
#ref(ENBAKIN への追加⽅法2.png)
#br
+Open the folder containing the model you wish to add and...
#br
+Check [Auto Optimization When Importing FBX File] if nec...
Optimization automatically performs the following process...
---Skin weight normalization
---Polygon triangulation
---Apply scale (scale option next to the optimization che...
---For FBX formats earlier than FBX7.4, conversion to FBX...
(If the model file was not imported correctly, uncheck th...
(If the model file was not imported correctly, uncheck th...
#br
+Press [Add and Exit].
''Steps 1-5 can also be done by dragging and dropping fbx...
+If there are materials in the project that have "all the...
This dialog allows you to choose whether to share the mat...
Materials can be reassigned in Resources > 3D Stamps even...
#br
You can share materials with models in your project by as...
#br
[Advantages/Disadvantages of Sharing]
--''Advantages''
---By simply adjusting one material, you can adjust all o...
--- No more need to have useless material data.
--''Disadvantages''
---It is not possible to adjust the appearance of only on...
In this case, copy the shared material at Resources > Mat...
Reassign that copied material to the object you want to a...
#br
#ref(./Material_ImportedMaterialsDialog.png,80%)
#br
--The "Material Sharing" dialog contains the following op...
--- Automatically Assign Materials
Automatically assign materials with the same texture in t...
If there are multiple materials with the same textures, t...
All "untextured materials" are imported as new materials.
#br
--- Add All as "New Materials"
Even if there are materials with the same textures in the...
Select this if you do not want to share materials with ot...
#br
--- Manually Select Materials to Assign
For each material of the model to be imported, manually s...
If there are multiple materials with the same textures, y...
For "untextured materials," select the material to be ass...
#br
--''What does "all textures are the same material" mean?''
It refers to a material in which all the textures specifi...
For example, if a material has textures specified for the...
#ref(./Material_Imported Materials_1.png,50%)
#br
+The character model is added to the Model List.
The location of the added file will be displayed in [Mode...
The textures are automatically created in the texture fol...
#ref(ENBAKIN への追加⽅法3.png)
#br
(Assets added by [Select from File] will be distinguished...
#br
User assets are also saved in the game file when the game...
The original files are not used as is.
#br
//+Select the added character model and register it as a ...
//#ref(ENBAKIN への追加⽅法4.png)
+The models must be "stamped" in order to place them on m...
Please visit [[What are 'Stamps'?] for more information o...
#br
Select the character model you have added and press the G...
It will be added as a new stamp to the list under Resourc...
#ref(ENBAKIN への追加⽅法4.png)
#br
''Adding Motions''
Continue with the motion fbx files, if available
Follow the same procedure as above to add a motion file a...
#ref(ENBAKIN への追加⽅法5.png)
+Selecting a motion model registers the specification in ...
You can change the name of the motion specification to an...
#br
#ref(ENBAKIN への追加⽅法6.png)
#br
+After specifying motion settings, return to the stamp an...
#br
#ref(ENBAKIN への追加⽅法7.png)
#br
+Once you have registered the motion setting on the stamp...
#br
#ref(BAKIN への追加⽅法8.png)
#br
+If there are more motions to be added, click the [+] Add...
#br
#ref(BAKIN への追加⽅法9.png)
#ref(ENBAKIN への追加⽅法10.png)
#br
The "Motion Name" of the Motions are tied to the behavior...
(Please refer to the [[Motion Name Rules]] for details.)
wait: Waiting motion
battle_wait: Standby motion in battles
walk: Walking motion
run: Running motion
attack: Attack motion in battles
skill: Skill motion in battles
damage: Damage motion in battles
#br
Once you've specified the setup, cast settings, etc., the...
#br
This completes the series of steps for adding a character...
//**キャラシェーダ【cha_hair】について [#udc1069b]
//キャラシェーダを使用する場合、モデルに以下のマテリアル...
//・分離してるマテリアルは顔パーツのみ?
//・顔マテリアルは1つ。その中に目や口のテクスチャが貼ら...
//モデルとしては顔matのみ
//目や口の位置はどうやって判断している?
//インポートしたモデルでも、それらしい位置に出た。
//これはdefの情報を読んでいる?読んでいるならインポート時...
//体のマテリアルは1つでもよい
//重要なのは顔のマテリアルだけ
//・顔パーツの位置は、シェーダで定義しており、
//正面から投影する形で、目や口をキャラモデルに表示させて...
//マテリアルプロパティで「目の高さ:1」と設定すると、Bak...
//※DCCツール側のモデルサイズが1の場合の話
End:
*''3D Characters'' [#r8bb1e0c]
We will use Blender, a 3D production software that is eas...
The detailed usage of Blender is omitted here.
#contents
**''Blender Preferences'' [#s1ba1bd8]
First, change the Blender environment to one suitable for...
&size(16){''About the Scene Units''};
Please make sure that the scene units are set as follows.
If the settings are different, the model will not be prop...
#ref(ENシーンの単位.png)
#br
&size(16){''About FBX Export''};
To specify FBX export settings appropriate to Bakin's spe...
#ref(Blender-FBX-ExportSettings-en.png)
-''When Using Normal Maps''
When using shaders with configurable normal maps, be sure...
(If OFF, it will not be displayed correctly.)
#br
-If you are using a version of Bledner newer than 2.83 an...
#ref(Blender_UseSpaceTransform.png)
&size(16){''How to Set Motions''};
There are two ways to set up motions.
-1) Importing a model and motions as a single file
-2) Importing a model and motions as separate fbx files
''1) Importing a Model and Motions as a Single File''
Select all bones with character models and motions and es...
When an fbx file is loaded in Bakin, a model is generated...
''2) Importing a Model and Motions as Separate fbx Files''
A model and bones, bones with motions of the same structu...
The bone structure on the model side and the bone structu...
Load each fbx file in Bakin and specify the "fbx you want...
**''Advice on Making Your Own Models - Based on Preset Mo...
&size(16){''Exporting a Model from Bakin''};
We will refer to the "Standard_A" character model in the ...
(The DLC "3D_Tutorial" must be downloaded in advance.)
#ref(ENモデルのエクスポート.png)
Open the 3D_Tutorial game file, select the 3D character m...
Select any folder to export.
Next, select the "motion_A" folder in the model list and ...
#ref(ENモーションA.png)
Once the data has been exported, launch Blender, select F...
#ref(ENFBX.png)
This time, since the model and motions are handled as sep...
This method has the advantage that the same motion can be...
After importing the model into Blender, edit the polygon ...
#br
&size(16){''Preparation for Adding a Model''};
Prepare a folder for the assets you wish to add.
This folder is only used temporarily when adding a file, ...
The added model will be added as a separate file with the...
Put the model file (.fbx), texture files (.png), and a sp...
Example: If you put an asset (standard_A) in the [standar...
#ref(standard_A1.png)
When adding a model to Bakin, please add it with the stan...
This file contains the material and texture linkage speci...
If you change the material name or texture name, you will...
#ref(standard_A2.png)
#br
**''Advice on Making Your Own Models - Adding Your Own 3D...
This section explains how to add your own 3D characters t...
There are two ways to add motion data, depending on how t...
''Separating a Model and Motions as Separate FBX Files''
Add a model file with polygons and skeleton structure, an...
The advantage of this method is that existing motions can...
(This method is used for the human characters in Bakin.)
The files required for addition are model (.fbx), texture...
The skeleton structure and name of the model and motion s...
#ref(./自作のモデルを作る際のアドバイス1.png,80%)
#ref(./自作のモデルを作る際のアドバイス2.png,80%)
#br
''Combining a Model and Motions as a Single FBX File''
Add polygons, skeleton structure and motion data together...
If the model has multiple motions, load the corresponding...
The number of frames and loop settings can then be specif...
#ref(./自作のモデルを作る際のアドバイス3.png,80%)
#br
&size(16){''About Files Required for Addition''};
3D characters require model, texture, and motion data.
Creating these requires knowledge of 3D graphics and pres...
The format and specifications of each file are as follows.
&size(14){''1. Model file (.fbx)''};
- File Format: FBX format.
- The recommended FBX version is FBX7.4 (FBX2014).
(Bakin's human characters were created using Blender 2.83)
- The FBX format supports both ASCII and binary formats.
- For versions earlier than FBX7.4 (FBX2014), you will be...
For more information, please see the section on Adding Me...
- The display will not be correct except for the triangul...
Please perform triangular polygonal conversion in advance...
(Enabling the Optimization Option will automatically perf...
- The size of a single block of Bakin terrain is equivale...
Bakin's standard character size is such that it fits for ...
- Multiple materials can be specified for a single model,...
- The file names should be specified in half-width alphan...
- The limit on the number of joints in a skeleton structu...
However, this limit varies between a minimum of 341 and a...
In addition, the maximum number of weight influences shou...
- For separate motion data, the bones of the character mo...
- To combine motion data, specify multiple animations in ...
The working unit for motion is 60 fps.
&size(14){''2. Textures (.bmp、.png)''};
- File Format: BMP or PNG format.
- The recommended pixel size for textures is a value call...
Specifying a texture with a size other than a power of 2 ...
- The file name of the texture is the one specified in th...
- Alpha channel can be specified in BMP to create transpa...
PNGs can also be rendered transparently by specifying a t...
- Bakin uses PBR (Physical Based Rendering) to achieve mo...
#br
Albedo Map Texture: Texture that specifies the color of t...
Normal Map Texture: Texture that specifies the surface ro...
Mask Map Texture: Texture that specifies R (luminance), G...
#br
By specifying these settings correctly, more realistic te...
#br
Also, even without a mask map, the specifications control...
#ref(ENマテリアルプロパティ.png)
- The file names should be specified in half-width alphan...
- Example of Texture Files
Albedo Map Texture
#ref(追加に必要なファイル2.png)
Normal Map Texture
#ref(追加に必要なファイル3.png)
Mask Map Texture
#ref(追加に必要なファイル4.png)
#br
&size(14){''3. Motion Files (.fbx)''};
If the asset to be added is to be separate files for the ...
The supported FBX versions and formats are the same speci...
- File Format: FBX format.
- Delete the polygon mesh in the motion files.
- The skeleton structure and name should be the same as i...
- The working unit of motion is 60fps, the same as when i...
- If there are multiple motions (actions) in one motion f...
- Specify the start and end frames and export the FBX fil...
- The motion file names are flexible, but it may be easie...
Example: mot_walk.fbx, mot_wait.fbx, mot_run.fbx
- The default setting for motion is no loop regeneration.
If you wish to loop the animation, turn on the "Loop" spe...
#ref(ループ.png)
#br
&size(16){''Preparation for Adding a Model''};
+Prepare a folder for the asset files you wish to add.
This folder is only used temporarily for addition. Any fi...
The added model will be added under the res folder in the...
#br
+Put the model file (.fbx) and texture file (.bmp or .png...
Example: If you put an asset (standard_A) in the [standar...
#ref(追加に必要なファイル6.png)
#br
**''Adding Methods to Bakin'' [#ece24823]
The process for adding a model and motions to Bakin is th...
#br
+Select [Resources] > [Models] > [Add Button] to open the...
#ref(ENBAKIN への追加⽅法1.png)
#br
+Select the [Select from File].
#br
#ref(ENBAKIN への追加⽅法2.png)
#br
+Open the folder containing the model you wish to add and...
#br
+Check [Auto Optimization When Importing FBX File] if nec...
Optimization automatically performs the following process...
---Skin weight normalization
---Polygon triangulation
---Apply scale (scale option next to the optimization che...
---For FBX formats earlier than FBX7.4, conversion to FBX...
(If the model file was not imported correctly, uncheck th...
(If the model file was not imported correctly, uncheck th...
#br
+Press [Add and Exit].
''Steps 1-5 can also be done by dragging and dropping fbx...
+If there are materials in the project that have "all the...
This dialog allows you to choose whether to share the mat...
Materials can be reassigned in Resources > 3D Stamps even...
#br
You can share materials with models in your project by as...
#br
[Advantages/Disadvantages of Sharing]
--''Advantages''
---By simply adjusting one material, you can adjust all o...
--- No more need to have useless material data.
--''Disadvantages''
---It is not possible to adjust the appearance of only on...
In this case, copy the shared material at Resources > Mat...
Reassign that copied material to the object you want to a...
#br
#ref(./Material_ImportedMaterialsDialog.png,80%)
#br
--The "Material Sharing" dialog contains the following op...
--- Automatically Assign Materials
Automatically assign materials with the same texture in t...
If there are multiple materials with the same textures, t...
All "untextured materials" are imported as new materials.
#br
--- Add All as "New Materials"
Even if there are materials with the same textures in the...
Select this if you do not want to share materials with ot...
#br
--- Manually Select Materials to Assign
For each material of the model to be imported, manually s...
If there are multiple materials with the same textures, y...
For "untextured materials," select the material to be ass...
#br
--''What does "all textures are the same material" mean?''
It refers to a material in which all the textures specifi...
For example, if a material has textures specified for the...
#ref(./Material_Imported Materials_1.png,50%)
#br
+The character model is added to the Model List.
The location of the added file will be displayed in [Mode...
The textures are automatically created in the texture fol...
#ref(ENBAKIN への追加⽅法3.png)
#br
(Assets added by [Select from File] will be distinguished...
#br
User assets are also saved in the game file when the game...
The original files are not used as is.
#br
//+Select the added character model and register it as a ...
//#ref(ENBAKIN への追加⽅法4.png)
+The models must be "stamped" in order to place them on m...
Please visit [[What are 'Stamps'?] for more information o...
#br
Select the character model you have added and press the G...
It will be added as a new stamp to the list under Resourc...
#ref(ENBAKIN への追加⽅法4.png)
#br
''Adding Motions''
Continue with the motion fbx files, if available
Follow the same procedure as above to add a motion file a...
#ref(ENBAKIN への追加⽅法5.png)
+Selecting a motion model registers the specification in ...
You can change the name of the motion specification to an...
#br
#ref(ENBAKIN への追加⽅法6.png)
#br
+After specifying motion settings, return to the stamp an...
#br
#ref(ENBAKIN への追加⽅法7.png)
#br
+Once you have registered the motion setting on the stamp...
#br
#ref(BAKIN への追加⽅法8.png)
#br
+If there are more motions to be added, click the [+] Add...
#br
#ref(BAKIN への追加⽅法9.png)
#ref(ENBAKIN への追加⽅法10.png)
#br
The "Motion Name" of the Motions are tied to the behavior...
(Please refer to the [[Motion Name Rules]] for details.)
wait: Waiting motion
battle_wait: Standby motion in battles
walk: Walking motion
run: Running motion
attack: Attack motion in battles
skill: Skill motion in battles
damage: Damage motion in battles
#br
Once you've specified the setup, cast settings, etc., the...
#br
This completes the series of steps for adding a character...
//**キャラシェーダ【cha_hair】について [#udc1069b]
//キャラシェーダを使用する場合、モデルに以下のマテリアル...
//・分離してるマテリアルは顔パーツのみ?
//・顔マテリアルは1つ。その中に目や口のテクスチャが貼ら...
//モデルとしては顔matのみ
//目や口の位置はどうやって判断している?
//インポートしたモデルでも、それらしい位置に出た。
//これはdefの情報を読んでいる?読んでいるならインポート時...
//体のマテリアルは1つでもよい
//重要なのは顔のマテリアルだけ
//・顔パーツの位置は、シェーダで定義しており、
//正面から投影する形で、目や口をキャラモデルに表示させて...
//マテリアルプロパティで「目の高さ:1」と設定すると、Bak...
//※DCCツール側のモデルサイズが1の場合の話
Page: