Halaman

Senin, 12 Maret 2012

Exporting Blender file(Collada) for Irrlicht

I'm using the built-in Collada exporter for the time being, and i have never face any trouble of doing so

For those of you who are like me, which is a beginner to blender, this guide might help you a bit :)
  1. When you export a model and load it from your Irrlicht Project, but it did not show the dimension (width, height, length bounding box aabb) which you designed, go back to blender, try to open up the transform panel (using the n key on your blender's 3d view), check if you have a rotation / scale which is applied at the object level? if yes,press ctrl+a and apply those transformation
  2. Dunno if i'm doing this right, but to compose your scene, you need to benchmark / do a repeat trial to compose(positioning, scaling, targeting) your scene, your camera, etc 
  3. You need to assign material(s) and texture(s) if you need to colorize / make something out of that 'clay' look.. 
There is this one thread which gives a good general guideline exporting your 3d model to irrlicht.. i think i had it..

ah yes, here it is :

**** Source : Irrlicht Forum

posted by Mel :

Basically, whatever you export from 3DSMAX (it may be extended to other software as well):
  • It should be either an editable mesh or editable poly without modifiers. You should collapse the stack of modifiers. At most, the only modifier supported is the skin modifier, for skinned objects. 
  • It should be a single object, as it will be loaded as a single object by the engine. For instance, the wheels and the body of a car should be 2 different exported objects. 
  • place the object, so its pivot is on the origin of coordinates. Again, to export a wheel correctly, it should have the origin of coordinates at the center. 
  • Use at most 2 channels of UVW mapping coordinates, and make sure that the exporter will write both correctly. For this is good that you understand how to use the unwrap uvw modifier. And for most models, use just one channel of mapping coordinates, The usage of 2 channels is more for the stage models. 
  • Vertex colors are supported by irrlicht, and they help a lot, learn how to use the vertex paint utilities. -Use square textures with power of 2 resolutions, or at least, textures whose dimensions are power of 2. (1024x1024, 512x1024, 64x256...) 
  • Use the least material ID's posible, those translate almost directly into meshbuffers, you want to have the least meshbuffers posible. -
  • Skinned objects are supported, Use Skin instead of Physique, not that physique won't work, but the Skin modifier behaves closer to what Irrlicht does. And export just a single skinned mesh. Irrlicht only supports displacement mapping via geometry shaders, and those are only supported in Open GL,discard the modifier or collapse the mesh, and export the high resolution object. 
And that more or less, sums up all the precautions you should take when exporting models from max or other packages.

********** Ent of Message *********

Hmm.. do i need to add something more.. i will post when found something useful hehehe that's a promise.. i guess.. Err... i wanted to make a game, yet i stumbled learning things, let's enjoy the ride shall we?

Tidak ada komentar:

Posting Komentar