Hi Mnemonic, hi everybody,
after my first test on exporting a Blender mesh to Milkshape, animating it and use it in WME worked fine, I wanted to write a little tutorial about how to use Blender for WME's new 3d support. The major problem is the geometry file - I tried almost every way (Crossroads, etc.) and every Python script to export a scene with one "walk plane" and one "block cube". Some of those even resulted in a 3ds file with the correct object names (readable in the 3ds file), but I couldn't manage to export lights or cameras and every 3ds file simply crashed WME.
Now my wish
- I'd love to have a second alternative file format for the geometry files. Maybe some simple custom ASCII/XML/INI-file could make it a lot easier. We could either tweak those values by hand (...) or after all write some simple exporter or converter (DXF uses something similiar) for programs like Blender. I don't think I'd be able to write my own full-featured exporter to 3ds format directly... (if someone here does, ignore the following.
) but some ascii file exporter shouldn't be too hard IMHO, if WME could handle it after all.
I'm thinking of something like this (I'm using an example in XML format simply because I love XML
!)
<?xml version="1.0" encoding="utf-8"?>
<wme_geometry>
<plane name="wlk_floor1">
<vertex x_value="20" y_value="0" z_value="0" />
<vertex x_value="20" y_value="0" z_value="200" />
<vertex x_value="230" y_value="0" z_value="200" />
<vertex x_value="230" y_value="0" z_value="0" />
</plane>
<cube name="blk_big_evil_hole_to_hell">
...
</cube>
<camera name="cam_actioooon">
<source>...</source>
<direction>...</direction>
<fov>...</fov>
</camera>
<lamp name="lamp_mysun" type="spotlight">
<source>...</source>
<direction>...</direction>
<intensity>...</intensity>
</lamp>
</wme_geometry>
Just an idea of it. But absolutely free.