Difference between revisions of "HowToExportFromBlender"

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just a few notes on exporting,  we should make a proper tutorial someday
 
just a few notes on exporting,  we should make a proper tutorial someday
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== guide ==
  
 
* first you need to install the blender ogre exported :  
 
* first you need to install the blender ogre exported :  
 
** download [http://downloads.sourceforge.net/ogre/OgreBlenderExport_v1.4.0.zip?download Blender Exporter v1.4.0]  
 
** download [http://downloads.sourceforge.net/ogre/OgreBlenderExport_v1.4.0.zip?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.
 
** unpack and move the everything inside it into (win:)YOUR_BLENDER_DIR/.blender/scripts or (linux:) YOURHOME/.blender/scripts.
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** start blender
 
** rightclick into a free place of the bottom-panel and select split area
 
** rightclick into a free place of the bottom-panel and select split area
 
** on the left button of the new panel select "script-window"
 
** on the left button of the new panel select "script-window"
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** this just exports to meshes from Blender to Ogre XML
 
** this just exports to meshes from Blender to Ogre XML
 
** you need OgreXMLConverter contained in the [http://downloads.sourceforge.net/ogre/OgreCommandLineTools_v1.4.0.msi?download OgreCommandLineTools_v1.4.0.msi] to turn the XML (item.mesh.xml) into a runtime binary mesh (item.mesh).
 
** you need OgreXMLConverter contained in the [http://downloads.sourceforge.net/ogre/OgreCommandLineTools_v1.4.0.msi?download OgreCommandLineTools_v1.4.0.msi] to turn the XML (item.mesh.xml) into a runtime binary mesh (item.mesh).
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** you also need to get a full python installation ( http://python.org )
  
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* open the .blend file you want to export (or close blender and start it by double clicking the .blend file)
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* select the object you want to export using rightclick (you can only export single objects, but you can make multiple subobjects somehow)
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* on the lowest panel, select "buttons window" on the menu on the left.
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* on the "Panels" menu next to it select "Object"
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* set a unique object name in the panel on the lower left (avoid spaces and special letters, something like ke_biotube01 is good)
  
 
*lower left : link mand materials : name the model
 
*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
 
 
* export :  
 
* export :  
 
**select everything you want to export
 
**select everything you want to export
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**ogremeshexporter should be active so we get a .mesh instead of a .xml
 
**ogremeshexporter should be active so we get a .mesh instead of a .xml
 
**hit export
 
**hit export
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*see [[HowToTestModelsIngame]]
 
*see [[HowToTestModelsIngame]]
  
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== 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
 
* this forum thread in iris2 about exporting ogre models might also be interesting : http://www.iris2.de/forums/viewtopic.php?t=1061

Revision as of 20:32, 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 into a free place of 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_biotube01 is good)
  • export :
    • select everything you want to export
    • open python-script-list (right bottom) : export > ogre.mesh
    • "copy texture" should be active
    • 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