Difference between revisions of "HowToExportFromBlender"
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Ghoulsblade (Talk | contribs) |
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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. | ||
+ | ** 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). | ||
+ | ** 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) | ||
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* 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 | ||
+ | |||
*see [[HowToTestModelsIngame]] | *see [[HowToTestModelsIngame]] | ||
+ | |||
+ | == 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
- this forum thread in iris2 about exporting ogre models might also be interesting : http://www.iris2.de/forums/viewtopic.php?t=1061