Difference between revisions of "HowToExportFromBlender"
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== guide == | == guide == | ||
− | * | + | * install OgreBlenderExport_v1.4.0_prefixpatch : |
− | ** download | + | ** download http://ghoulsblade.schattenkind.net/ogre/OgreBlenderExport_v1.4.0_prefixpatch.zip |
− | ** unpack and move the everything inside it into (win:)YOUR_BLENDER_DIR/.blender/scripts | + | ** (this is a modified version i made to automatically prefix all material names and filenames with something to avoid conflicts with other models) |
− | + | ** unpack and move the everything inside (also subfolders) it into | |
− | + | *** (win:) YOUR_BLENDER_DIR/.blender/scripts | |
− | + | *** (linux:) YOURHOME/.blender/scripts | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | * | + | * install python |
− | * | + | ** for win : http://python.org/download/ : Python 2.5.1 Windows installer |
− | * | + | ** for linux : "apt-get install python" or something like that |
− | * | + | |
− | + | ||
− | + | ||
− | + | ||
− | * | + | * install OgreXMLConverter : |
− | * | + | ** for win : [http://downloads.sourceforge.net/ogre/OgreCommandLineTools_v1.4.0.msi?download OgreCommandLineTools_v1.4.0.msi] |
+ | ** for linux : OgreXMLConverter is included in the ogre package or the ogre source | ||
− | * export | + | |
− | ** | + | * open the .blend file you want to export (e.g. double click 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) | ||
+ | |||
+ | * open the "script-window" | ||
+ | ** 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, select "Scripts":"Export":"OGRE Meshes" there | ||
+ | ** enter a unique prefix for you model and materials in the line saying "Prefix all names with this :" | ||
+ | *** (avoid spaces and special letters, something like ke_gpl_biotube_ is good) | ||
** the broad "copy texture" button should be active/pressed | ** the broad "copy texture" button should be active/pressed | ||
− | ** select a directory where to export | + | ** select a directory where to export |
− | ** | + | *** creates multiple files, .material and .mesh file, and texture images are also copied |
+ | *** i suggest using a new empty directory | ||
+ | ** the "OgreXMLConverter" button should be active/pressed so we get a .mesh instead of a .xml | ||
** hit export | ** 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 | ||
+ | *** to fix this, click "Preferences" | ||
+ | *** in "OgreXMLConverter Location" : click "Manual" | ||
+ | *** on win : select the path to the OgreXMLConverter.exe , e.g. C:\OgreCommandLineTools\OgreXmlConverter.exe | ||
+ | *** if you can't find it you need to install OgreCommandLineTools_v1.4.0.msi , see above | ||
+ | * the model will probably have to be rescaled, recentered and rotated | ||
+ | ** we created a specialized editor for that, see [[HowToAdjustMeshesForSFZ]] | ||
− | *see [[HowToTestModelsIngame]] | + | * see [[HowToTestModelsIngame]] |
− | |||
− | |||
− | + | == restrictions == | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | * one object ingame is one object in blender, so you have to combine multiple parts to a single object to export it | ||
+ | ** this can be done with ctrl + j : combine objects | ||
+ | * texture images should have a size that is a power of two, e.g. 32,64,128,256,512,1024,... | ||
+ | * don't make textures too large to save video ram ingame, 256x256 should be enough for most things, but please keep a backup of the original high-res texture | ||
+ | * most blender texture effects and shaders will not work ingame, a plain texture is the easiest to get to work | ||
− | * this forum thread in iris2 about exporting ogre models might | + | == tips == |
+ | |||
+ | * on the lowest panel, select "buttons window" on the menu on the left. | ||
+ | * if you want to edit object and mesh names : on the "Panels" menu select "Editing" : "Link and Materials" panel | ||
+ | * if you want to edit material names : on the "Panels" menu select "Shading":"Material" | ||
+ | * if you want to edit texture names and image paths : on the "Panels" menu select "Shading":"Texture" | ||
+ | * transform window : press n | ||
+ | **lower right of the transform window should be near 1,1,1 for one ingame tile (press s to scale the model) | ||
+ | * this forum thread in iris2 about exporting ogre models might be interesting : http://www.iris2.de/forums/viewtopic.php?t=1061 |
Latest revision as of 19:10, 4 September 2007
just a few notes on exporting, we should make a proper tutorial someday
guide
- install OgreBlenderExport_v1.4.0_prefixpatch :
- download http://ghoulsblade.schattenkind.net/ogre/OgreBlenderExport_v1.4.0_prefixpatch.zip
- (this is a modified version i made to automatically prefix all material names and filenames with something to avoid conflicts with other models)
- unpack and move the everything inside (also subfolders) it into
- (win:) YOUR_BLENDER_DIR/.blender/scripts
- (linux:) YOURHOME/.blender/scripts
- install python
- for win : http://python.org/download/ : Python 2.5.1 Windows installer
- for linux : "apt-get install python" or something like that
- install OgreXMLConverter :
- for win : OgreCommandLineTools_v1.4.0.msi
- for linux : OgreXMLConverter is included in the ogre package or the ogre source
- open the .blend file you want to export (e.g. double click 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)
- open the "script-window"
- 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, select "Scripts":"Export":"OGRE Meshes" there
- enter a unique prefix for you model and materials in the line saying "Prefix all names with this :"
- (avoid spaces and special letters, something like ke_gpl_biotube_ is good)
- the broad "copy texture" button should be active/pressed
- select a directory where to export
- creates multiple files, .material and .mesh file, and texture images are also copied
- i suggest using a new 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
- to fix this, click "Preferences"
- in "OgreXMLConverter Location" : click "Manual"
- on win : select the path to the OgreXMLConverter.exe , e.g. C:\OgreCommandLineTools\OgreXmlConverter.exe
- if you can't find it you need to install OgreCommandLineTools_v1.4.0.msi , see above
- the model will probably have to be rescaled, recentered and rotated
- we created a specialized editor for that, see HowToAdjustMeshesForSFZ
restrictions
- one object ingame is one object in blender, so you have to combine multiple parts to a single object to export it
- this can be done with ctrl + j : combine objects
- texture images should have a size that is a power of two, e.g. 32,64,128,256,512,1024,...
- don't make textures too large to save video ram ingame, 256x256 should be enough for most things, but please keep a backup of the original high-res texture
- most blender texture effects and shaders will not work ingame, a plain texture is the easiest to get to work
tips
- on the lowest panel, select "buttons window" on the menu on the left.
- if you want to edit object and mesh names : on the "Panels" menu select "Editing" : "Link and Materials" panel
- if you want to edit material names : on the "Panels" menu select "Shading":"Material"
- if you want to edit texture names and image paths : on the "Panels" menu select "Shading":"Texture"
- transform window : press n
- lower right of the transform window should be near 1,1,1 for one ingame tile (press s to scale the model)
- this forum thread in iris2 about exporting ogre models might be interesting : http://www.iris2.de/forums/viewtopic.php?t=1061