#author("2024-09-23T11:23:34+00:00","default:iseki","iseki") #author("2024-09-23T11:24:00+00:00","default:iseki","iseki") * OARConvWin [#m029e8c3] ** Overview - [[OARConverter]] with MS Windows UI - This software was developed by [[Fumi Iseki>Fumi.Hax]], ''[[Austin Tate>http://www.aiai.ed.ac.uk/~bat/]]'', Daichi Mizumaki and Kohe Suzuki -- Blog of introductions by Austin: https://blog.inf.ed.ac.uk/atate/2024/06/10/oar-converter/ - Please see also [[OARConverter]] and [[OAR Converter Demo Video (on Linux)>https://www.youtube.com/watch?v=LUhqNJHLCuM&feature=youtu.be]] &ref(Whole.png,,25%); ** Change Log *** v1.8.x **** v1.8.4 (2024/09/23) - fix texture path. - fix texture path bug. - fix bug of tar for long file name. - Change output format for UE5. **** v1.8.3 (2024/09/18) - implemented a function to expand OAR file for Regions with region names that contain characters that cannot be used as file names -- stop using tar32/64.dll **** v1.8.2 (2024/09/15) - add handling of cases where objects with and without joints are mixed - GLTFAutoCollider.cs v1.1.1 for Unity **** v1.8.0 (2024/09/06) - support [[glTF/glb>glTF]] file output - support PNG image file - support UE5 Import Bug for glTF/glb with skeleton information. - fixed some bugs - [[Change Log of Old Version>OAR Converter/Change Log]] ** Attensions *** glTF/glb support **** for Common - %%A Texture folder is created when outputting some glb files, but this is for work purposes and can be deleted.%% **** for Unity - glTFast is used for import. - SelectOARShader.cs is not started when glTFast is used (because glTFast takes up the process) -- Shader settings are specified to some extent inside glTF/glb files. -- Since SelectOARShader.cs does not automatically select collider, GLTFAutoCollider.cs is added instead. **** for UE5 - UE 5.3/5.4 can also drag & drop as-is (.gltf, .glb files only) -- Check the “Combine Static Meshe” checkbox in the “Static Mesh” section when importing. -- If the “Are you sure you want to override asset Message” dialog box pops up frequently during import, hold down the ESC key (there may be another solution). - Do not use the OARSelectMaterial plugin, as it does not work properly. - Collider is set manually at import (the beginning of the file name is UCP_: with collider, UNC_: without collider) - When importing glTF/glb files with skeleton information, UE5 does not follow the glTF2.0 standard (*). In this case, OARConverter outputs a glTF/glb file that does not conform to the glTF2.0 standard in order to ensure that UE5 reads the data. -- (*) In glTF 2.0, matrix property is not required or should be ignored if skin property exists in node data, but in UE5, matrix property is required (depending on model structure) even if skin property exists. -- If you want to get the same general glTF/glb files with skeleton information, please output those for Unirty. ** Download [#bdedc2b4] *** Source Code - https://github.com/JunkBox-Library/JunkBox_Libpp - https://github.com/JunkBox-Library/JunkBox_Win_Lib - https://github.com/MTSGJ/oarconv *** External Library - zlib: https://www.zlib.net/ - libjpeg: https://www.ijg.org/files - OpenJpeg: https://github.com/uclouvain/openjpeg/releases/ - tar32/64: https://www.madobe.net/archiver/lib/tar32.html#download - [[lpng16>libpng]]: https://daeudaeu.com/libpng/ *** ''Binary Code'': - [[OARConvWin-1.8.4.zip>https://blackjack.nsl.tuis.ac.jp/Download/Release/OARConverter/OARConvWin-1.8.4.zip]] (supports glTf/glb files for Unity/UE5 and PNG image file) - [[OARConvWin-1.7.12.zip>https://blackjack.nsl.tuis.ac.jp/Download/Release/OARConverter/OARConvWin-1.7.12.zip]] (supports Joints of DAE for Unity. add Magic String to no_offset file name. chane parameters of SelectOARShaders, fix bugs) - [[OARConvWin-1.6.0.zip>https://blackjack.nsl.tuis.ac.jp/Download/Release/OARConverter/OARConvWin-1.6.0.zip]] (supports OBJ File and UE) - [[OARConvWin-1.5.0.zip>https://blackjack.nsl.tuis.ac.jp/Download/Release/OARConverter/OARConvWin-1.5.0.zip]] (Texture Less) - [[OARConvWin-1.2.1.zip>https://blackjack.nsl.tuis.ac.jp/Download/Release/OARConverter/OARConvWin-1.2.1.zip]] - Extract OARConvWin-X.Y.Z.zip, and double click the ''OARConvWin.exe'' - need DX9 Runtime: [[directx_Jun2010_redist.exe>https://download.microsoft.com/download/8/4/A/84A35BF1-DAFE-4AE8-82AF-AD2AE20B6B14/directx_Jun2010_redist.exe]] *** ''OAR DATA'' - TUIS: [[TUIS_20231217.oar>https://blackjack.nsl.tuis.ac.jp/Download/Release/TUIS_20231217.oar]] ** Demos [#m41bf72b] *** Youtube - https://youtu.be/AOnfXmVD5uM (v1.6.0) - https://youtu.be/LUhqNJHLCuM (v1.2.0) - https://youtu.be/eOd5Vsb85q4 (v1.0.0) *** Videos at BlackJack - https://blackjack.nsl.tuis.ac.jp/video/PronamaChan_are_go.mp4 (v1.7.x with Joints) - https://blackjack.nsl.tuis.ac.jp/video/OARConvWin1.6.0_UE_Demo.mp4 (v1.6.0 for UE) *** WebGL - http://blackjack.nsl.tuis.ac.jp/unity/TUIS_NM/ TUIS with Unity Chan - http://blackjack.nsl.tuis.ac.jp/unity/TUIS_HW/ with Halloween Unity Chan - http://blackjack.nsl.tuis.ac.jp/unity/TUIS_SD/ with SD Unity Chan - http://blackjack.nsl.tuis.ac.jp/unity/TUIS_TWIN/ with Unity Chan and SD Unity Chan - http://blackjack.nsl.tuis.ac.jp/unity/Marineville/ with ILTan (Data from [[Austin Tate>http://www.aiai.ed.ac.uk/~bat/]]) - http://blackjack.nsl.tuis.ac.jp/unity/OpenVCE/ with Naka-Chan (Data from [[Austin Tate>http://www.aiai.ed.ac.uk/~bat/]]) ** Manual [#f0a3ed1d] *** [[User's Manual>./User's Manual]] ** Error *** [[Error Messages>./Error Messages]] ** Address of thanks. [#g24aa86c] - This software uses the source code and resource of OpenSim in part. see also http://opensimulator.org/ - This software uses the source code of OpenMetaverse in part. see also %%http://openmetaverse.org/ %% https://github.com/openmetaversefoundation - This software uses OpenJpeg command and library. see also http://www.openjpeg.org/ - This software uses zlib library. see also http://www.zlib.net/ - This software uses tar32/64.dll. see also http://openlab.ring.gr.jp/tsuneo/tar32/ , https://www.madobe.net/archiver/lib/tar32.html - This software uses libpng ([[lpng16>libpng]]). see also https://daeudaeu.com/libpng/ - Thank you very much for all contributors!! #br