HowToExportFromBlender

From SfzWiki
Revision as of 20:32, 22 August 2007 by Ghoulsblade (Talk | contribs)

Jump to: navigation, search

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