New X exporter for blender 241!
That last post helped.
i used that same exporter, open with MVIEW and saving it. Now its working in irrlicht.
Problem is in exporter, that not be "standarizes". i think it is but not.
_________________________________________________________________
DO YOU HAVE PROBLEM WITH .X?! TRY THIS FIRST...
IF YOU USE DirectX Exporter (for Blender by Ben Omari). ALSO USE MVIEW TO SAVE IT AGAIN. IT COULD BE HELP.
i used that same exporter, open with MVIEW and saving it. Now its working in irrlicht.
Problem is in exporter, that not be "standarizes". i think it is but not.
_________________________________________________________________
DO YOU HAVE PROBLEM WITH .X?! TRY THIS FIRST...
IF YOU USE DirectX Exporter (for Blender by Ben Omari). ALSO USE MVIEW TO SAVE IT AGAIN. IT COULD BE HELP.
Not all tools need this. For example, Character Fx and Ultimate Unwrap, I was informed work directly. I was informed cause I can't know; I dont make programming, so can't check.
I think Max exporter instead, needs the MS mview step.
About Ben's new exporter for Blender 2.41 ..works like charm here.
I need yet to bake the stuff, and what is more, maybe due to some sort of lack of knowledge of the tool (I usually animate with mainly max, sometimes with xsi and other tools..With blender, almost just testing for the engines exporters. )
But to the point. It works. I have to make a keyframe of all bones in pose mode, so to make it aware of the constraints used, and use ctrl+a, etc. I did a quite complex rig to test and report him (a bit late )
Well, it all works. I gotta guess how you bake stuff so to appear at NLA editor in blender, as is way better hit a button once than go adding keyframes moving the timeline bar to each keyframe where the controlling empties did got a change so, a keyframe (I use autokeyframe on )
This is more important than it seems ; I know now I could make a complex anim, with feet glued on ground when desired, with jumps forward in world space, with track to constraints, etc.
I think Max exporter instead, needs the MS mview step.
About Ben's new exporter for Blender 2.41 ..works like charm here.
I need yet to bake the stuff, and what is more, maybe due to some sort of lack of knowledge of the tool (I usually animate with mainly max, sometimes with xsi and other tools..With blender, almost just testing for the engines exporters. )
But to the point. It works. I have to make a keyframe of all bones in pose mode, so to make it aware of the constraints used, and use ctrl+a, etc. I did a quite complex rig to test and report him (a bit late )
Well, it all works. I gotta guess how you bake stuff so to appear at NLA editor in blender, as is way better hit a button once than go adding keyframes moving the timeline bar to each keyframe where the controlling empties did got a change so, a keyframe (I use autokeyframe on )
This is more important than it seems ; I know now I could make a complex anim, with feet glued on ground when desired, with jumps forward in world space, with track to constraints, etc.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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- Posts: 395
- Joined: Fri Apr 08, 2005 8:46 pm
I will answer tonight.
All worked, yep. (no texactly in irrlicht, haven't tested there, but usually all which works in mview...)
All worked, yep. (no texactly in irrlicht, haven't tested there, but usually all which works in mview...)
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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- Posts: 56
- Joined: Mon Jan 09, 2006 2:02 am
Dhenton
well, it works on our dx8 mview and skinnedmesh dx9 sample...must work in irrlicht.
I never use the included one, but the one from his site
http://xoomer.virgilio.it/glabro1/python241.html
My crappy sample scene (it has track to constraints, copy location and rotation, I think, and ik solvers.Plus root movement along world space. All work if you did hit ctrl+a to the mesh AND armature selected previous to asigning armature vertex groups , and did an action previous start to animate, then once animated, BAKE it, and . If you were as dumb as me and didnt do the action previous to animate (I dont know how to make it all work no in a cool way, lol), you can just do what I did for this dirty test: added keyframes there were I saw empties key frames in the NLA window, as after all, my rigs are allways controlled by empties. So to have glued or glued-sliding feet to floor, and knees controlled by empties with track to constraints)
Important...
I use:
-export all (yup, just delete what u dont want. I yet though like to export floor, as interpolation when you do my dirty way (good if memory size of file is important) is important, as when you bake, ok, you'r safe it'll be just as is seen, but if instead do like I did for this test, it takes in consideration teh TYPE of interpolation choosen And often feet sinking on floor occur, better controlled visually if export the floor for testing purposes, too)
-flip z marked, left handed system
-swapzy marked, so Y axis is up
-Animation marked (of course!)
No need for normals flipped in my tests.
For ultimate unwrap import u need other settings.But is not the case.
The file :
http://www.savefile.com/files/9234637
tell me if got yet so problems. I did test that one (adding the keyframes around empties nla keyframes, that is, with i key, as was dumb enough notot make action previous to "animate", so bake think doesn't work with this scene)
I hope I'll remember to come back to this thread, I'm lately pretty disorganized...
Last notes:
- Avoid dots in any kind of name, be it bones, materials...avoid punctuation, blanket spaces....
- avoid isolated vertices, unconnected by edges. Use clean mesh for this, or simply, be clean when modelling
-triangulate once you wont model more! previous to asigning vertex groups/armature.
-remove doubles. maybe ben will add some fix to this, though is more a feature than a fix, and will surely help in adding faked smooth groups in blender, as blender doesnt have it. I mean, is the old blender trick of break themesh to have sharp edges and avoid mesh darkening, I mean, is a way to actually export to our irrlicht game engine as x.
if there's still missing, which I doubt, some tip, I'll complete it later or other day.I think that's all.
well, it works on our dx8 mview and skinnedmesh dx9 sample...must work in irrlicht.
I never use the included one, but the one from his site
http://xoomer.virgilio.it/glabro1/python241.html
My crappy sample scene (it has track to constraints, copy location and rotation, I think, and ik solvers.Plus root movement along world space. All work if you did hit ctrl+a to the mesh AND armature selected previous to asigning armature vertex groups , and did an action previous start to animate, then once animated, BAKE it, and . If you were as dumb as me and didnt do the action previous to animate (I dont know how to make it all work no in a cool way, lol), you can just do what I did for this dirty test: added keyframes there were I saw empties key frames in the NLA window, as after all, my rigs are allways controlled by empties. So to have glued or glued-sliding feet to floor, and knees controlled by empties with track to constraints)
Important...
I use:
-export all (yup, just delete what u dont want. I yet though like to export floor, as interpolation when you do my dirty way (good if memory size of file is important) is important, as when you bake, ok, you'r safe it'll be just as is seen, but if instead do like I did for this test, it takes in consideration teh TYPE of interpolation choosen And often feet sinking on floor occur, better controlled visually if export the floor for testing purposes, too)
-flip z marked, left handed system
-swapzy marked, so Y axis is up
-Animation marked (of course!)
No need for normals flipped in my tests.
For ultimate unwrap import u need other settings.But is not the case.
The file :
http://www.savefile.com/files/9234637
tell me if got yet so problems. I did test that one (adding the keyframes around empties nla keyframes, that is, with i key, as was dumb enough notot make action previous to "animate", so bake think doesn't work with this scene)
I hope I'll remember to come back to this thread, I'm lately pretty disorganized...
Last notes:
- Avoid dots in any kind of name, be it bones, materials...avoid punctuation, blanket spaces....
- avoid isolated vertices, unconnected by edges. Use clean mesh for this, or simply, be clean when modelling
-triangulate once you wont model more! previous to asigning vertex groups/armature.
-remove doubles. maybe ben will add some fix to this, though is more a feature than a fix, and will surely help in adding faked smooth groups in blender, as blender doesnt have it. I mean, is the old blender trick of break themesh to have sharp edges and avoid mesh darkening, I mean, is a way to actually export to our irrlicht game engine as x.
if there's still missing, which I doubt, some tip, I'll complete it later or other day.I think that's all.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
that ugly worm I made have root moving in world space (non convenient for some engines, essential for otehrs) , IK solvers to empties (so to leave feet glued in floor when desired) , and I could have added feet with copy rotation constraints, too. And it has knees track to constraint, as if not, knees get crazy while ik moving. And you can handle the knee empties to control knee orientation.
But is far, far from being a good rig...Yet though, it shows some ...usable... tricks better than nothing
Blender can be used perfectly to animate characters powerfully for irrlicht, imho.
But is far, far from being a good rig...Yet though, it shows some ...usable... tricks better than nothing
Blender can be used perfectly to animate characters powerfully for irrlicht, imho.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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- Posts: 208
- Joined: Sun Apr 02, 2006 9:20 pm
I have had this problem also, its had me gnashing my teeth all day although the solutions I found were simple in the end.
Exporting from Blender (2.44) the key was switching off the Flip Z button when exporting to Direct X so that it uses a right handed system. This option is on by default.
As mentioned elsewhere in these forums, the faces are also flippable by scaling the model by -1 - 1 -1 or by using the flipSurfaces command.
I did find it odd that flipping the surfaces in the model and the flip normals option in the exporter did nothing.
Exporting from Blender (2.44) the key was switching off the Flip Z button when exporting to Direct X so that it uses a right handed system. This option is on by default.
As mentioned elsewhere in these forums, the faces are also flippable by scaling the model by -1 - 1 -1 or by using the flipSurfaces command.
I did find it odd that flipping the surfaces in the model and the flip normals option in the exporter did nothing.
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- Joined: Wed Jul 11, 2007 11:03 am
- Location: UK
I just tried this with an exporter I have on my hd. Don't know if it's the same one but it says xfilexporter2.42. I'm still using 2.42, haven't gotten around to upgrading. Anyway, did a quick model with animation, turned off the z flip button, put it in the Irrlicht mesh viewer example, and there it was with animation working.Exporting from Blender (2.44) the key was switching off the Flip Z button when exporting to Direct X so that it uses a right handed system. This option is on by default.