Not only I have it, also I was probably the first in noticing about it in an elder b3d comunity... and actually realized since very early that the Ultimate Unwrap is a great route... There are some issues bout smoothing, and sometimes main root point, but can be dealt. Keeps the anim info quite well, tho.
Indeedy, I was a helper, tester, feature brainstormer for the tool at the times the man yet probably had time for that... In the times of Lithunwrap, the ancestor of this tool. I ended buying the comercial one, as is a terrificly good uv mapper.
without my exporter, I can even get animated mesh from blender to b3d using unwarp and the ogre exporter, (if anyone wants to know how, I’ll list the steps)
I've done too (seems we have been in same needs
![Wink ;)](./images/smilies/icon_wink.gif)
) I used to at least, exporting as X fro U3d, and actually, if I remember well, Irrlicht old version used to catch it without needing of resave at mview, if done carefully. You of course could export as b3d the x imported model with u3d.
The u3d max exporter works really well, so is a nice work pipeline to go Max, saving as u3d format(free plugin at u3d site), open the u3d in Ultimate Unwrap (oh, btw, unwrap3d.com) , then do some needed settings (can go without doing em but...) , then export as b3d, done.
But...I didnt mention as I lately don't recommend something that involves a purchase,(and probably as I've been years promoting it..and once thought I was repeating myself too much...) but yes, is like 50$ or soemthing, and is one of those jewells you never regret to buy.Supports vertex weights, but in its viewport, it shows weird deformations for a gfx glitch :the data internally is perfect, don't panic.
I should really complete the exporter, but I been focusing on the new animation system.
Indeed, that was one of the main reasons of not going further in explaining other ways... I think Blender is the way to go for an indy, as Max is too expensive...and it's advanced now...your plugin does seem to have a very nice route.(and there's a number, not huge, but..of blender users in b3d comunities...much bigger here, logically. )
Look, I am experienced in animating with : Max , Gmax, Blender, CharacterFx, a bit of Anim8or and XSI. And well, I can tell you Blender, tho have some -for me- yet painful lacks, I can tell it allows way advanced stuff, all which you need for a game. Is hard to learn, but at the end, what i need is a free tool with enough power. You can use advanced constraints, leave feet glued on floor, limit ik angles...all these is not possible in Character Fx (which is loved in b3d comunities for its quite good b3d exporter, I was one of its strongest promoters, preferred for that task to milkshape... )
For me, the Milkshape and Fragmotion are great converters and helper editor tools, but I see Blender much more adecuate for animation. Or for this matter, also Gmax. And of course, Max if you have the money, or can use it...I usually have acces at jobs. XSI, while purchased, at the end has been to me a bit heavy to use for what I need, so I am keeping in the road with Blender...go guess...
And yep, Max rocks for character animation... (and if u can access CAT plugin... ) But these days...I dunno...I feel too comfortable animating in Blender...probably if I'd model in it too would be another story, but I model in Wings3d, and usually uv map in Unwrap3d.(tho the task can be done less powerfully in Wings or Blender..imho even Max uvmapping isless advanced.This is just an opinion!)
Offtopic:
But the way, any artists out there got any cool meshes, that don’t might
Maybe...meshes of what?
human models? Rigged I have never free ones, not for me not wanting em free, but as are of other parties and I cannot simply give away...Or are part of a project(sorry,non irrlicht :,( ) in which I am really involved and is kept secret.
me using, The best I’ve got (that I’m free to distribute in demos) is the old dwarf mesh.
the old crappy dwarf mesh in the x samples, is my terrible creation of half an hour of a joke played with some friends. Was only thing rigged by then , when niko asked...You know, I rarely rig and animate at home without a n specific serious solid project: as I take it seriously -dwarf exception- and doing so, rig and animating is quite a task.But have like to human models, of my very first moments in 3D , back Pharaons time, which I can pass you. The textures are simple and very poor. But a good texturer can paint over easily, and are average uvmaps. One is "FPS" type, the other is a basic these days man, canbe whatever as did with the idea of leaving quite generic.
Are meshes ppl have already used in projects, but I can tell u am not proud of 'em compared to my today level.
Is for your game? demo? prototype? samples for a tool? what for?
humans only, or statics too?
The community really needs some more meshes, that Sydney mesh is getting old, and gives a poor impression of irrlicht.
Not that these am mentioning are going to save its name in that area XD
I have somequite better, but I respect the fact that tho done free, were dedicated for MODs, and they perhaps keep using em, and are too much specific to be of use for any one anyway.
Am sorry, am quite dedicated to the project I mentioned, otherwise I'd even rig/anim one for you. But impossible at this times.Maybe in the future...
@Mr.Zog.
This fragMotion seems to do the job quite well
![Smile :)](./images/smilies/icon_smile.gif)
For conversions, sure. For animating...I'm not fan of the interface, but that's only me. Anyway, even if for just conversions and some edit-fix, worths surely the purhcase.
Maybe I’ve missed something, but I’ve tried PandaX, KW-Export
I was succesful with Panda -and in the elder times did wrote here a dunno how many pages thread about settings for it(needed my trick of converting the biped to fbx, reimporting fbx to have it bones and weights so to be able to export with those days' Panda exporter...)- but to be sincere, I wasnt the guy seing how it loaded in Irrlicht, only was ensured was working...I think I did not need mview, but is a breeze to use,tho.
and another one with different types of settings (and re-saving with Mview)… and always had some problems, either accessing joints or playing the anims in irrlicht. (using 1.2 because i get some kind of vector-error with the svn version)
I have allways defending X format. Seems am the one to have less or no probs with x...maybe as was a helper in doing plugins for blender exporters, and also 'cause helped too in certain other engines loaders, with x format. I know the typical issues...But these days I think is better go for b3d, or md5.
I have to admit though, that my model-test-folder is quite a mess, due to all the different types of versions
![Wink ;)](./images/smilies/icon_wink.gif)
If ur really in a hurry, and want have something banged, dig the forums with my name as author, and panda for terms...it's several pages thread, and in like 6 or 5 page, cant remember, is years, I defined the key settings...The FBX trick is important if you use biped, but there's some other mountain of things to be aware of. Dunno, I use to find these sort of issues in 3d, I've been working at this for long, and usually, at home and jobs, needed always the weirdest pipelines (yep, TGE older versions were more painful in this.. ) and loads of conversions...so, is usually a matter of trial and error, and some stuff you can imagine for having seen similar situations.In the case of Panda, this is very true.
X format is way too complex, one way or another, many exporters have load of issues with it in every package...all...now that i can think of..I allways have had probs...but ingeneral, formats with bones, weights, anim, are way more ocmplex than an obj...
But imo, b3d and md5 are more compact in that, to me translates in less headaches.Just let's give Luke time for building the animation system, I guess he's quite overloaded now
So maybe a “delete all and start again but structured” process could help to point out further problems (I’ll do this at weekend )
more isolated tips...beware, in most tools, but specially x... :
- isolated vertices out of mesh, or inside it...
- unwelded vertices
- untriangulated meshes
- more than one texture and materials per character, gives probs in certain ways...
- no keyframes (for max-panda, do at least to keyframes in diferent time moements!)
- compile the modifiers stack,(ideal edit mesh+skin modifier only) good thing to od with most plugins.
- max ticks or just SRT keyframes...there was an important matter-combination.Just I dont remember which...
- closed meshes or not.. (i use to prefer closed with most formats/engines)
- textures in same folder, relative paths.
- no meshmooth related strange modifiers...
- the whatever you made to the model may have broken it internally for export, beware
- dont mirror bones!!(unless you know HOW without messing internally for export!..I had the pain of throw away a full anim set)
- dont scale bones (unless biped and if you know what you do for the later consecuences)
- overlapping faces (more for engine rendering issues)
- texture format.
-in some cases, number of vertices, I dunno a word of coding, but 65,000 was alimit in x under some circumstances.
-sometimes, with some 3d tools, spaces in materials or bone names.
-unrelated, but some static formats dont allow more than 8 characters in material name.
- unweighted vertices.
- materials starting with numbers (had that issue once can happen in Max unnoticed)
- dots in names of things (ie: Blender's Bone.001 , or material.001 ) remove em. Somebody did like a parser for it...Jox blender plugin did take care of this irrlicht matters, but stopped updating.He did a great work. ben keeps doing his exporter, and in my tests, goes cool with latest blenders.
- In XSI there were othe x issues -in the site u can find the plugin, I/O. I think I needed to set it to plot curves -sort of bake- Like u have to bake keyframes in Blender when using constraints...some other issues..but also works...
- There's threads here in x for maya...
- better keep it one only mesh...
-better use an standard material, not multisubobject material of max...
- beware th eright handed, left handed setting...
- binary or ascii..I think was only ascii for irrlicht...
cant remember, am totally using my memory, I dont use the format anymore.
@Collada: I think animated models are not supported yet (irrlicht & blender).
In blender dev goes fast, he was adding armatures, dunno if anim already and weights. In XSI, is supposedly is terrificly good. In irrlicht, no idea.
@EPOS:
Thanks for the nice comments
![Smile :)](./images/smilies/icon_smile.gif)
Yes, I am the project leader (giggsy).
I just took mr.zog as nick here cause it’s a English interpretation of my “real life” nick which is herr zog, which means mr.zog
![Very Happy :D](./images/smilies/icon_biggrin.gif)
(and herr zog comes from my surname herzog which actually means duke *narf* )
hehe
Anyway, I’ll tell you a “secret”: the last news update on the EPOS homepage is from Febraury last year.
woah. And me angry for I am several months in a project...
We are currently discussing how we should go on further, because we all don’t have that much time anymore as we did as we where younger.
usual. and just wait for when u get out of studies...time will dissappear...unless u get a confortable, easy, and boring job, which has allowed the best projects ever in certain ppl..
For example my situation: I study media technology and –design: it’s hard to sit in front of the computer at night (not talking about the evening ^^ ) if you already sat in front of it for the whole day...busy with “homework” and other university-projects.
very logical. May you just leave it for weekends. And be very practical with it, cut when needed , the long roads in the game, is the way games are done, in my experience at certain jobs. A practical artist/coder is way more valuable than an un-practical genius...The first ends up with a game done, the second, not so often, and first ends up way happier every day, and after some games...ta-daa..can be called genious safely.
We had a really successful time though, as we still where a UT(1) mod named Ultima-Unreal
yeah, there I saw the date
(the name was a real balancing act, glad we didn’t get sued
![Very Happy :D](./images/smilies/icon_biggrin.gif)
).
you must have a cousin there..
Our programmer implemented features such as depth of field or
screens of art and tech are quite impressive.
blooming, database-placed objects, etc… and next to that he started writing his own engine, so one day we switched over to it… (we didn’t calculate the needed effort right so that’s why we ended up here where we currently are)
But after all, the experience gained is invaluable.
Enough of that, the reason why I am here is that we (a team of 6 students(3 artists, 3 programmers..but actually we are all hybrid artgrammers or progists
![Very Happy :D](./images/smilies/icon_biggrin.gif)
) ) are going to create a game in the next semester, which might be continued in the further semesters. ( but more infos tba
![Wink ;)](./images/smilies/icon_wink.gif)
)
And, as one of the programmers, I want to convince the others in using irrlicht and try to setup a working pipeline (max & maya to irrlicht for both, static and animated models).
perhaps some helper tools for conversions will help the workflow a lot, I mean something fast to do, even if dos comand line with a bat.
Well, that sort of is my background.
I’ve also created models for the TGE (both static and animated), so I’m used to spend a looooot of time till you get your models working ingame like you want them to
![Wink ;)](./images/smilies/icon_wink.gif)
yep, I've been in indy projects, mods, and companies. Last one in-house tools in certain cases were the hardest workflow ever.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Some others in anothe rcompany, the best connection engine-3dpackage I ve seen and used. 1 to 1. No free or cheap engine having that that I know. Is C++ system, sdk for the tool, bellow it all...
I’ll sure keep the Blender-info saved in my subconsciousness (ready to access it anytime
![Wink ;)](./images/smilies/icon_wink.gif)
), thanks again to both of you!
3 artists, surely Max and Maya, and quite good in their stuff, yep, not clever to switch.Just ensure a pipeline from Max and Maya to Irrlicht. Been done already with many formats.(and with Blender, too)