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This feature allows to define vertex/bone connection (skinning) in 2D textures. It's available in OTools 0.177.
Import
When you import to .O, use -uvSkinning <[texture name=]path to folder>
The folder must contain images for each bone which must affect the mesh.
When texture name is not defined, this folder will be used for all textures.
Some examples:
-uvSkinning "C:\Users\User\Desktop\face" -uvSkinning face="C:\Users\User\Desktop\face" -uvSkinning face="C:\Users\User\Desktop\face",hair="C:\Users\User\Desktop\hair"
If your model doesn't have the skeleton, you also need to use -bonesFile argument.
-bonesFile data\remap\bones_rugby.txt -skeletonData none
There are also some additional options:
-uvSkinningDefaultBone <[texture name=]bone name>
Defines the bone for regions which were not assigned to any bone. If default bone is not defined, empty regions are assigned to bone ID 0.
-uvSkinningMode <0 or 1>
The mode controls how weights are distributed in case if there are few bones affect the vertex.
For example in mode 0 (default) if we have this distribution:
Bone 1 - 0.2 Bone 2 - 0.2
The final distribution will be
Bone 1 - 0.5 Bone 2 - 0.5
But if you change the mode to 1 and define the default bone (for example -uvSkinningDefaultBone Bone 3), the bone distribution will be:
Bone 1 - 0.2 Bone 2 - 0.2 Bone 3 - 0.6
Quick tutorial
- Model without skinning and skeleton
- Model UVs
- Generated skinning maps
- Importing to .O
- Model with skeleton and skinning
Generating texture maps
You can autogenerate UV>Skinning maps from existing model, using "Generate UV Skinning Maps".
This mode has following options:
-uvSkinSetGenResolution <ResXxResY>
Output texture resolution (default 1024x1024)
-uvSkinSetGenTextures <textures>
List of texture names for which texture maps must be generated. By default texture maps are generated for all textures.
-uvSkinSetGenTextures face,hair
Updated