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
- this forum thread in iris2 about exporting ogre models might also be interesting : http://www.iris2.de/forums/viewtopic.php?t=1061