best format for models + blender [need an advice]
Oh, Luke, when will it be finished? Please mate, I think half the community wants it badly while the other half is hoping for it
Any progress?
Anyhow, best of luck on it and by all means, consider yourselves greetly thanked for all you already brought
-Edit-
Hadn't yet read most recent posts in your thread. So Yeah, progress ^^ And yeah, soon to be in the main trunk! And Yeah, animatedJoint() w00t all around
Any progress?
Anyhow, best of luck on it and by all means, consider yourselves greetly thanked for all you already brought
-Edit-
Hadn't yet read most recent posts in your thread. So Yeah, progress ^^ And yeah, soon to be in the main trunk! And Yeah, animatedJoint() w00t all around
the material color, dwmitch...
dont use that, instead, use textures..Asign them in textures tab, and even better, also (I dont remember how this exported worked) just in case, set clicke the button "tex face", as so will take th etextures asigne din the UV window...Which you need to open, create there your UVs, and load an image there...Well, terribly explained..in blender dos and tuts is systematically explained, not eating details and loads of stuff...
I just mean, is all about tetxures: even if u want plain colors, can asign a plain color tetxure to a material, and asign that to whatever the vertex group/faces...etc.
problem with b3d exporter was som stuff with weights or matrix something, can't remember...
dont use that, instead, use textures..Asign them in textures tab, and even better, also (I dont remember how this exported worked) just in case, set clicke the button "tex face", as so will take th etextures asigne din the UV window...Which you need to open, create there your UVs, and load an image there...Well, terribly explained..in blender dos and tuts is systematically explained, not eating details and loads of stuff...
I just mean, is all about tetxures: even if u want plain colors, can asign a plain color tetxure to a material, and asign that to whatever the vertex group/faces...etc.
problem with b3d exporter was som stuff with weights or matrix something, can't remember...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
yeah, Diego has fixed some, hopefully all of the bugs in my script:
http://gandaldf.altervista.org/b3dexporter.htm
http://gandaldf.altervista.org/b3dexporter.htm
yay!
"Animation bug fixed by Diego"
so, it works now..?
great!
is there any important bug that remains ?
me downloading.
"Animation bug fixed by Diego"
so, it works now..?
great!
is there any important bug that remains ?
me downloading.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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- Posts: 199
- Joined: Wed Nov 29, 2006 4:07 am
I thought that was fixed...hadnt the time to test...
maybe there's a stting somewhere to invert z axe or take z as Y , or toglle right handed system by left handed system...
is a usual thing in bones formats...most plugins have a check mark or variable for that, or an ini like thingie...
dunno if there's the need like was in the past for *.x of doing a ctrl+a to model and armature previous to rigging...
other reason could be the exporter have some serious prob...which I hope is not...
maybe there's a stting somewhere to invert z axe or take z as Y , or toglle right handed system by left handed system...
is a usual thing in bones formats...most plugins have a check mark or variable for that, or an ini like thingie...
dunno if there's the need like was in the past for *.x of doing a ctrl+a to model and armature previous to rigging...
other reason could be the exporter have some serious prob...which I hope is not...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com