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Author Topic: Blender geometry export  (Read 14159 times)

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fireside

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Blender geometry export
« on: May 04, 2008, 01:32:43 PM »

I was wondering if anyone is using Blender for geometry export currently.  There's a tutorial in the Wiki that says the exporter is only good for 2.40 and Blender is up to 2.45.  I could download an older version or try some other things, just wondering if anyone has experience with this and Blender.  I'm basically just getting started with the 2.5d stuff and want to get up and running as quickly as possible.

For starters I just want to export cameras and lights and do the floor the 2d way.
« Last Edit: May 04, 2008, 02:03:55 PM by fireside »
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fireside

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Re: Blender geometry export
« Reply #1 on: May 04, 2008, 05:41:50 PM »

I downloaded Blender 2.40 and tried an export but there is no character in the scene and no script errors.  I loaded actor3d.  Anyone with experience in this?  I clicked on the 3d tab and loaded the 3ds file.  I also can't position the 3d actor, it's invisible.
« Last Edit: May 04, 2008, 05:46:25 PM by fireside »
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Nihil

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Re: Blender geometry export
« Reply #2 on: May 04, 2008, 05:48:47 PM »

It's been a long while since I used it, but back then there was an issue with scaling - the character had to be scaled down a lot if I remember correctly, otherwise it was so huge that it was outside the camera. I think we had to set the actor-scale down to 2 or 3 (?) to have it visible in scene.

fireside

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Re: Blender geometry export
« Reply #3 on: May 04, 2008, 05:54:35 PM »

I tried scaling to 2 or 3 but it's still not visible.  Should it be visible when you click actor in the scene editor and position it?  It's not visible that way either. 
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fireside

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Re: Blender geometry export
« Reply #4 on: May 04, 2008, 06:04:47 PM »

I set the near clip to 1 and the far to 10 and now there's a little character there but she doesn't walk when I click the mouse anywhere.  I just exported a floor, camera and light, is there something else needed?  This is frustrating because I have no way of checking the 3ds file since it isn't standard for Blender.
« Last Edit: May 04, 2008, 07:20:31 PM by fireside »
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fireside

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Re: Blender geometry export
« Reply #5 on: May 04, 2008, 09:30:23 PM »

I think the export is working.  I put a cube in there to block and it shows up in the scene when display is clicked, but she doesn't move when I click the mouse.
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Nihil

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Re: Blender geometry export
« Reply #6 on: May 04, 2008, 09:37:04 PM »

Maybe you have to insert some waypoints as well? Sorry, haven't worked with 3d characters for ages, I forgot almost everything about them.

fireside

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Re: Blender geometry export
« Reply #7 on: May 04, 2008, 11:23:52 PM »

I did.  They don't show up when I click the button, though.  I can only see the box I used for a block.
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metamorphium

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Re: Blender geometry export
« Reply #8 on: May 05, 2008, 07:56:22 AM »

are you trying the export python script from this site or the native blender export (which doesn't work for WME)?
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fireside

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Re: Blender geometry export
« Reply #9 on: May 05, 2008, 12:58:44 PM »

I'm trying the one from the tutorial on the Wiki.  Apparently it doesn't work anymore and there isn't a whole lot I can do about it.
« Last Edit: May 05, 2008, 01:02:12 PM by fireside »
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fireside

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Re: Blender geometry export
« Reply #10 on: May 07, 2008, 02:37:12 AM »

Does anyone know of a free solution for doing 3ds geometry?  I can't get Blender export to work.
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fireside

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Re: Blender geometry export
« Reply #11 on: May 07, 2008, 03:10:46 AM »

Never mind, I found out what I was doing wrong.  The tutorial on the wiki says to name the floor floor_name, but it's supposed to be walk_name.
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fireside

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Re: Blender geometry export
« Reply #12 on: May 07, 2008, 05:38:17 AM »

Now I'm getting some kind of weird normal problem.  I've tried resetting normals to the outside before exporting but nothing seems to work.  I wasn't getting this problem when I put this character in the 3ddemo, but the lighting seemed like real time where now it doesn't, even though I don't have path override set.  The trinity character has normal problems also.


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Mnemonic

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Re: Blender geometry export
« Reply #13 on: May 07, 2008, 03:22:18 PM »

Try tweaking the clipping plane distances in SceneEdit. It might be the cause of these artifacts.

As for the walk_ vs floor_ thing, it is clearly a mistake. However, you can now couple the 3DS file with a definition file, which tells the engine which name masks represent which parts of the geometry (it's described in the docs), so you could actually make objects named floor_* work as walkplanes :)
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fireside

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Re: Blender geometry export
« Reply #14 on: May 08, 2008, 12:16:07 AM »

I tried tweaking everything I could think of, but it's still the same.
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fireside

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Re: Blender geometry export
« Reply #15 on: May 08, 2008, 08:05:54 AM »

I think it has something to do with the way the lights are getting exported.  I can do a model with no normals without shading.  I guess I'll see if I can find a free modeler that exports 3ds with lights and camera.  I know Wings exports 3ds, does anyone know if it exports lights and camera?
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fireside

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Re: Blender geometry export
« Reply #16 on: May 10, 2008, 03:58:40 AM »

Update on this.  It apparently isn't a geometry problem because I had someone else make me a geometry walk area in 3ds max with a brighter light and it still shows the same normal problem.  It's definitely a normal problem because I can export the model without normals in fragmotion and it doesn't show up, but I haven't been able to change the model in fragmotion by redoing the normals. 
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fireside

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Re: Blender geometry export
« Reply #17 on: May 10, 2008, 04:47:47 AM »

There isn't any problem with the preview window from act3d:


Same actor in game:

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Mnemonic

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Re: Blender geometry export
« Reply #18 on: May 10, 2008, 08:39:41 AM »

That's interesting, considering your model works with the WME Demo geometry (exported from Max) and in ProjectMan (which also uses geometry exported from Max).
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fireside

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Re: Blender geometry export
« Reply #19 on: May 10, 2008, 11:11:12 AM »

Are there any game settings or something?  I've looked but I can't find any other than the 3d section.
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fireside

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Re: Blender geometry export
« Reply #20 on: May 10, 2008, 11:43:40 AM »

O.K.  It only works when both the clipping planes are set to -1.00.  Why exactly is that?  I think I had to change those settings in order for the character to be visible with the Blender geometry exporter.
« Last Edit: May 10, 2008, 11:51:53 AM by fireside »
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Mnemonic

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Re: Blender geometry export
« Reply #21 on: May 10, 2008, 12:30:42 PM »

Using -1 for clipping planes merely means WME will use some default values, which may or may not work, depending on the scene scale.
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fireside

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Re: Blender geometry export
« Reply #22 on: May 10, 2008, 01:37:01 PM »

O.K.  I'll play around some more.  I've got it to work so far in Blender by increasing the scale and changing the far plane on the camera(not sure if that effects it).  What is the light specified in the actor3d file?  Can the intensity be adjusted?  What do the coordinates relate to?


edit: I got it working at Blender scale.  I figured the near at 0 would be adequate before, but it's not.   It has to be set at about 1, the far at about 30.  I was trying all kinds of combinations and should have hit that, but I didn't.  Mainly because I had no idea what I was shooting for.  The thing that made it easier was actually bringing the actor in the scene and adjusting settings.  Before, I was restarting the game every time because I couldn't see the actor when I was importing it at first.  Combination of errors.
« Last Edit: May 10, 2008, 03:00:17 PM by fireside »
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Mnemonic

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Re: Blender geometry export
« Reply #23 on: May 11, 2008, 08:34:37 AM »

What is the light specified in the actor3d file?  Can the intensity be adjusted?  What do the coordinates relate to?
It's the "light position" used to project character's shadow. It doesn't actually light anything.
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razvanab

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Re: Blender geometry export
« Reply #24 on: October 30, 2011, 11:04:05 PM »

Hi

I know it may be too late for this but i just discover Wintermute Engine

more and more free / open source game engines start using Inter-Quake Model (IQM) Format as one of the 3d format witch is a friendly to Blender 3d
will be nice to have it supported  in Wintermute Engine 1.9  if is still possible

Thank You :)

Inter-Quake Model (IQM) Format
http://lee.fov120.com/iqm/
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