Difference between revisions of "HowToExportFromBlender"

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* on the "Panels" menu select "Shading":"Material"
 
* 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
 
* 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
  
 
* export :  
 
* export :  

Revision as of 21:25, 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).
    • 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
  • 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)
    • ogremeshexporter should be active so we get a .mesh instead of a .xml
    • hit export


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