Difference between revisions of "HowToExportFromBlender"

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(guide)
(guide)
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** on the "Panels" menu select "Shading":"Texture"
 
** on the "Panels" menu select "Shading":"Texture"
 
** correct the imagepath of every texture using images
 
** correct the imagepath of every texture using images
 +
 +
* rename all texture filenames to be prefixed with something unique for the model, e.g. ke_gpl_biotube01_tex.png
 +
** adjust file path references in the blender model
  
 
* export :  
 
* export :  
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** if you only got a .mesh.xml file, but no .mesh file, then the exporter couldn't locate the path to the OgreXMLConverter, see OgreCommandLineTools_v1.4.0.msi above.
 
** if you only got a .mesh.xml file, but no .mesh file, then the exporter couldn't locate the path to the OgreXMLConverter, see OgreCommandLineTools_v1.4.0.msi above.
  
 +
 +
* the model will probably have to be rescaled, recentered and rotated ... see below
  
 
*see [[HowToTestModelsIngame]]
 
*see [[HowToTestModelsIngame]]

Revision as of 21:59, 22 August 2007

just a few notes on exporting, we should make a proper tutorial someday

guide

  • first you need to install the blender ogre exported :
    • download Blender Exporter v1.4.0
    • unpack and move the everything inside it into (win:)YOUR_BLENDER_DIR/.blender/scripts or (linux:) YOURHOME/.blender/scripts.
    • start blender
    • rightclick the seperator between the 3d-view and the bottom panel and select split area
    • on the left button of the new panel select "script-window"
    • next to it a "scripts" button appears, you can find the exporter under "Export":"OGRE Meshes"
    • this just exports to meshes from Blender to Ogre XML
    • you need OgreXMLConverter contained in the OgreCommandLineTools_v1.4.0.msi to turn the XML (item.mesh.xml) into a runtime binary mesh (item.mesh).
      • set the path to the OgreCommandLineTools folder in the blender mesh exported window under preferences : click manual
    • you also need to get a full python installation ( http://python.org )
  • open the .blend file you want to export (or close blender and start it by double clicking the .blend file)
  • select the object you want to export using rightclick (you can only export single objects, but you can make multiple subobjects somehow)
  • on the lowest panel, select "buttons window" on the menu on the left.
  • on the "Panels" menu next to it select "Object"
  • set a unique object name in the panel on the lower left (avoid spaces and special letters, something like ke_gpl_biotube01 is good)
  • on the "Panels" menu select "Editing"
  • in the "Link and Materials" panel, change the name to somethimg meaningful, like ke_gpl_biotube01
  • on the "Panels" menu select "Shading":"Material"
  • on the second subtab, "Links and Pipeline", edit the name of every material to start with something unique for this model, like "ke_biotube_mat0", to avoid conflicts with materials of other models
  • if you have renamed some texture files :
    • on the "Panels" menu select "Shading":"Texture"
    • correct the imagepath of every texture using images
  • rename all texture filenames to be prefixed with something unique for the model, e.g. ke_gpl_biotube01_tex.png
    • adjust file path references in the blender model
  • export :
    • in the script view panel, select "Scripts":"Export":"OGRE Meshes"
    • change "Material File: Scene.material" to a better filename, like ke_gpl_biotube01.material
    • the broad "copy texture" button should be active/pressed
    • select a directory where to export (.material and .mesh file, and materials are also copied, i suggest an empty directory)
    • the "OgreXMLConverter" button should be active/pressed so we get a .mesh instead of a .xml
    • hit export
    • if you only got a .mesh.xml file, but no .mesh file, then the exporter couldn't locate the path to the OgreXMLConverter, see OgreCommandLineTools_v1.4.0.msi above.


  • the model will probably have to be rescaled, recentered and rotated ... see below

old notes

resizing, rotating and recentering has to be done in blender until we find the time to implement an editor for something like this in sfz.

  • press n : transform window,
    • set pos to 0
    • lower right of the transform window should be near 1,1,1 for one ingame tile (press s to scale the model)
  • move the middlepoint to a position on the grid
  • go to edit mode and move the mesh so that it is aligned to a unit-sized grid