There is a way to export it to .b3d by using fragMotion ( http://www.fragmosoft.com/ )
Export your model from Blender to FBX format ( 2010 or lower ) and import this in fragMotion and export it to Blitz Basic 3D (.b3d)
Search found 273 matches
- Wed Sep 16, 2015 3:04 pm
- Forum: Everything 2d/3d Graphics
- Topic: .B3D Export Script for Blender 2.75?
- Replies: 4
- Views: 4239
- Wed Jun 10, 2015 11:14 am
- Forum: Open Discussion and Dev Announcements
- Topic: About SIMD math (with profiling code)
- Replies: 31
- Views: 8713
Re: About SIMD math (with profiling code)
Very nice indeed! Any other benchmarks in the works? Like matrix inverse Thanks! that's possible XD That would be nice. Have to say I did not do much research about SIMD yet, but would like to implement this in the feature (or use devsh's code if its available) But how do you handle CPU's not suppo...
- Wed Jun 10, 2015 9:08 am
- Forum: Open Discussion and Dev Announcements
- Topic: About SIMD math (with profiling code)
- Replies: 31
- Views: 8713
Re: About SIMD math (with profiling code)
Very nice indeed!
Any other benchmarks in the works? Like matrix inverse
Any other benchmarks in the works? Like matrix inverse
- Thu Apr 02, 2015 11:52 am
- Forum: Code Snippets
- Topic: TextArea GUI Element [v1.0]
- Replies: 37
- Views: 100355
Re: TextArea GUI Element [v1.0]
I get a bug when using your code. If you enter lines that wrap scrolling no longer works properly. startIndex isn't large enough to deal with all the lines and when it changes from 1 to 0 and back to 1 instead of scrolling it jumps a lot of lines. I don't think your variables startIndex or maxLines...
- Tue Jan 14, 2014 10:44 am
- Forum: Code Snippets
- Topic: TextArea GUI Element [v1.0]
- Replies: 37
- Views: 100355
Re: TextArea GUI Element [v1.0]
Fixed minor bug, thanks to Necris for reporting
- Thu Aug 29, 2013 9:50 am
- Forum: Project Announcements
- Topic: Character Animation System
- Replies: 43
- Views: 147380
Re: Character Animation System
Added more Inverse Kinematics support: Look at a specific target with a chain of bones
http://www.youtube.com/watch?v=xPf-yeRaLf0
http://www.youtube.com/watch?v=xPf-yeRaLf0
- Tue Aug 13, 2013 12:55 pm
- Forum: Advanced Help
- Topic: Hardware skinning bug
- Replies: 6
- Views: 940
Re: Hardware skinning bug
unfortunately that did not solve my problem. Any other suggestions?Nadro wrote:Open your GLSL shader and add eg:
"#version 120" at the first line of the shader file.
- Fri Aug 09, 2013 9:22 am
- Forum: Advanced Help
- Topic: Hardware skinning bug
- Replies: 6
- Views: 940
Re: Hardware skinning bug
Do you have an example how to do this?REDDemon wrote:try to put a version define in the shader to tell the shader compiler a specific older version. it may work
- Tue Aug 06, 2013 12:43 pm
- Forum: Project Announcements
- Topic: Character Animation System
- Replies: 43
- Views: 147380
Re: Character Animation System
Currenty working on Inverse Kinematics support for the animation library. Implemented the CCD (Cyclic Coordinate Descent) algorithm: http://youtu.be/xinNK498OxA Still need to add constraints Also added some new features since last time I posted: * Procedural animation support * Character bone attach...
- Tue Aug 06, 2013 12:26 pm
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 377281
Re: Post Your Irrlicht Screenshots / Render Here.
Started on IK for my animation system.
Implemented CCD (Cyclic Coordinate Descent):
http://youtu.be/V4qO_CcbIYU
http://youtu.be/CjPxA2vuhVg
Edit:
http://youtu.be/xinNK498OxA
Implemented CCD (Cyclic Coordinate Descent):
http://youtu.be/V4qO_CcbIYU
http://youtu.be/CjPxA2vuhVg
Edit:
http://youtu.be/xinNK498OxA
- Sat Aug 03, 2013 3:38 pm
- Forum: Advanced Help
- Topic: Hardware skinning bug
- Replies: 6
- Views: 940
Hardware skinning bug
Hello,
Since I updated my AMD drivers to the latest stable version, my hardware skinning is broken.
Nothing has changed in my code what so ever.
OpenGL version:
Previous: 6.14.10.12002
Current: 6.14.10.12217
I'm using the shader-pipeline branch.
Since I updated my AMD drivers to the latest stable version, my hardware skinning is broken.
Nothing has changed in my code what so ever.
OpenGL version:
Previous: 6.14.10.12002
Current: 6.14.10.12217
I'm using the shader-pipeline branch.
- Thu Jun 06, 2013 3:37 pm
- Forum: Advanced Help
- Topic: Hardware skinning by shader-pipeline branch
- Replies: 4
- Views: 884
Re: Hardware skinning by shader-pipeline branch
Thank you for your implementation. By the way, which format file are you using for your character animation system? I tried to use OGRE3d exporter to export skeleton mesh from 3DS max, the irrlich3d render output is wrong. The problem is here: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4...
- Tue Jun 04, 2013 12:54 pm
- Forum: Advanced Help
- Topic: Hardware skinning by shader-pipeline branch
- Replies: 4
- Views: 884
Re: Hardware skinning by shader-pipeline branch
I used the shader-pipeline branch as renderer for my custom character animation system. Simple patch which adds an extra vertex type you can use and pass to your shader. http://pastebin.com/j1ErCwPq Index: include/CVertexBuffer.h =================================================================== ...
- Mon Jun 03, 2013 9:52 pm
- Forum: Code Snippets
- Topic: ListBox with multi select
- Replies: 6
- Views: 1934
Re: ListBox with multi select
Looks good!
http://pastebin.com/Pvz6Y2fj
Created a patch for easier review:CuteAlien wrote:Thanks for posting. I'll look at it if I ever try adding multiselect again (I already have 2 implementations, but both times didn't like 'em enough to add them to the engine itself).
http://pastebin.com/Pvz6Y2fj
- Tue May 21, 2013 10:10 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Proper instancing support
- Replies: 25
- Views: 9641
Re: Proper instancing support
Is there a link for the complete patch?
And is this patch for trunk or FVF branch?
Would be nice to see it for FVF branch imho
And is this patch for trunk or FVF branch?
Would be nice to see it for FVF branch imho