Blender character rig

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
dlangdev
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Post by dlangdev »

wait, it looks like i was wrong when i said you have to re-uv map.

well, it turned out uv-maps are independent of the material.

that's what i found out when i exported my blender model into irredit, what i did was assign the tga files to the texture of the first material.

one thing i noticed was uv coordinates were not exported properly. not sure which exporter or importer failed, though.

see image below for example.

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dlangdev
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Post by dlangdev »

this is cool, i was able to switch model while maintaining the same materials.

that's something like what they have in the warcraft game.

see demo image shown below.

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Halifax
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Post by Halifax »

I need someone to teach me the art of texturing. I get how to UV map meshes and everything, but I don't get when i should apply another texture, what a good size is, etc.

It's so hard. I used to always try to keep the texture in 1 image, but then I find that is impossible. I have tried looking for some good tutorials on multi-picture UV mapping in Blender, but all of thm just deal with one image per file.
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dlangdev
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Post by dlangdev »

halifax, you can texture any face you like, all you need to do is select the face or several faces and then switch to uv-map, load the image and adjust the uv.

notice all of my image files are simply one kind of texture, that's because i select faces i only need.

right now, i use 512x512 pixels for textures.

note that this method will not work for human textures as it is a different art. oldskoolPunk has more experience on that kind of texturing, it's better for him to write about it as i'm still a newbie.

let me know if i made any sense.

by the way, i got a sample scene running using the gameplugin, pressing ctrl-f9 allowed me to walk the scene and test the world.

it was awesome, irredit rules on this one!

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oldskoolPunk
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Post by oldskoolPunk »

If you have multiple images you want to pack into the same texture, it might be best for you to use an image editing program such as photoshop or gimp to do this. (Gimp is free)
I have heard of meta textures,gigantic images that contain ALL the games textures, but I don't plan taking it quite that far haha.
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dlangdev
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Post by dlangdev »

hi,

i just spent a couple minutes on the character and found four materials. assigned the texture to a material in irredit, it was ok.

one thing i noticed when i hit ctrl-f9, the character mesh disappeared.

any thoughts why would it disappear?

i'm going to check if there any bugs in the materials section inside blender later.

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dlangdev
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Post by dlangdev »

ok, it works with mesh nodes, but not with animated nodes. that's the difference.
Image
oldskoolPunk
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Post by oldskoolPunk »

Hi again!

Iv'e made a couple more small animations on my rig that I want to share, slowly chugging along :) Ive added a jump, slide, and run animation. I haven't used the jump animation in my own code yet (using a frame of run animation with a big transition time works good for me right now) so it may be removed later or changed I dunno.

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Here is the .rar file. It contains the .b3d, the texture, and the .blend files. The blender file is set up for you, all that is left to do is click the Export button in the scripts window showing :D

Here is a list of the animation frame numbers currently

breathe (1,40)
walk (51,130)
open door (141,190)
climb up (191,271)
run (181,401)
slide (411,421)
jump (431,481)

Yes I know these frame numbers are HUGE. I will trim them at some point as well as fix the UV mapping. Remember you can use any mesh on this armature you want and I would be to help you doing that.
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