Difference between revisions of "HowToExportFromBlender"

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(guide)
(restrictions)
 
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*** if you can't find it you need to install OgreCommandLineTools_v1.4.0.msi , see above
 
*** 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 ... see below
+
* the model will probably have to be rescaled, recentered and rotated
 +
** we created a specialized editor for that, see [[HowToAdjustMeshesForSFZ]]
  
 
* see [[HowToTestModelsIngame]]
 
* see [[HowToTestModelsIngame]]
  
== tips ==
 
  
 
== restrictions ==
 
== 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,...
 
* 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
 
* 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
 
* most blender texture effects and shaders will not work ingame, a plain texture is the easiest to get to work
  
== old notes ==
+
== tips ==
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,  
+
* on the lowest panel, select "buttons window" on the menu on the left.
**set pos to 0
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* 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)
 
**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
+
* this forum thread in iris2 about exporting ogre models might be interesting : http://www.iris2.de/forums/viewtopic.php?t=1061
* go to edit mode and move the mesh so that it is aligned to a unit-sized grid
+
 
+
 
+
* this forum thread in iris2 about exporting ogre models might also 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 :
  • install python
    • for win : http://python.org/download/ : Python 2.5.1 Windows installer
    • for linux : "apt-get install python" or something like that


  • 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


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