irrb 0.4 (Blender Exporter)

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pc0de
Posts: 300
Joined: Wed Dec 05, 2007 4:41 pm

Post by pc0de »

inovermyhead wrote:.I extracted the file into a folder i named scripts
then opened Blender preferences/ path file/then on python scripts i just pick Blender/scripts and that works, when i do it for irrmesh it does not. I guess my setup won't work for irrmesh
I have my Blender "Python Scripts" setting pointing to a custom directory and it works fine for me. When you say it doesn't work, do you mean it doesn't show up in the list of available exporters? If yes, then make sure that:
  • 1. "irrb.py" exists in your "c:\blender\scripts" directory.
    2. The directory "c:\blender\scripts\irrbmodules" exits.
inovermyhead
Posts: 26
Joined: Mon Aug 03, 2009 2:16 pm

Post by inovermyhead »

I deleted my old Blender files and download the newest version 2.49
i installed with python 2.62 and now i have scripts folder. :D I installed irrmesh into it but it does not show up on export menu, maybe because it 's a newer version.

On the old Blender 2.46 i installed on C:\Blender because i had an earlier version in a different folder that i kept that might have been the problem because there was no scripts folder, i don't know why.

inovermyhead
pc0de
Posts: 300
Joined: Wed Dec 05, 2007 4:41 pm

Post by pc0de »

When you say "I installed irrmesh", you mean irrb right? If so, does the file irrb.py exist in your scripts directory?

It would help if you posted a listing of your "scripts" directory and the "scripts/irrbmodules" directory.
inovermyhead
Posts: 26
Joined: Mon Aug 03, 2009 2:16 pm

Post by inovermyhead »

Yes, i was refering to irrb. irrb.py does not exist in scripts folder, in the scripts folder i have bpydata, bpymodules, data folders and lots of files. In the bpymodules folder i have a folder colladaImEx and lots of files. i was going to reinstall but i don't thnik that will make a difference. i must have done something wrong but the instructions seem straighforward.

inovermyhead
pc0de
Posts: 300
Joined: Wed Dec 05, 2007 4:41 pm

Post by pc0de »

inovermyhead wrote: irrb.py does not exist in scripts folder,
Well you have to unzip the contents of irrb-0.3.zip into the scripts folder otherwise it won't appear in Blender.

You may want to re-read page 2 of the irrb user guide.
inovermyhead
Posts: 26
Joined: Mon Aug 03, 2009 2:16 pm

Post by inovermyhead »

That worked, i thought i did unzip it into scripts :oops:

inovermyhead
drr00t
Posts: 14
Joined: Wed Aug 05, 2009 2:11 pm
Location: Brasilia/DF - Brasil

Post by drr00t »

Hi,

Nice work pc0de, very long time i have looking for good scene Blender exporter and a good engine, to build my game. Until now i using Ogre and dotScene, but after i saw our work, i make a quick tests with small parts of my scenes and all look very good.

I have some question, i see that you are working on physics, collision and trigger, i would like to know if you already define a format to this properties in .irr scene?

I thinking use same format of iirb, if you already defined to my scene loader.

thanks, for this gift.

regards,
pc0de
Posts: 300
Joined: Wed Dec 05, 2007 4:41 pm

Post by pc0de »

Thanks drr00t. In irrb 0.4 physics info is being written to the scene (.irr) file as userData attributes per node - body type, shape, mass, etc.

The updated user guide will contain the details as well as examples for loading into Irrlicht's collision system, Bullet, and IrrPhysx.
inovermyhead
Posts: 26
Joined: Mon Aug 03, 2009 2:16 pm

Post by inovermyhead »

i was trying out the program it works great but i am having a problem with intergrating first off not exactly sure what a user writable directory is I assumed it was a temp directory I have I unzipped to c:\irrbutils, just not sure where to set the enviroment varibles, a little detail would help ( sorry for the question but am a beginner)

inovermyhead
pc0de
Posts: 300
Joined: Wed Dec 05, 2007 4:41 pm

Post by pc0de »

For me, google returned: Environment Variables in Windows XP. You want the information half-way down the page: "Adding or Editing Environment Variables".
inovermyhead
Posts: 26
Joined: Mon Aug 03, 2009 2:16 pm

Post by inovermyhead »

I thought it is your project so i could get an answer here , i'll read the link, Thanks

inovermyhad
kryton9
Posts: 20
Joined: Sun Feb 22, 2009 7:26 pm

Post by kryton9 »

pc0de wrote:...
irrb 0.4 - Physics/collision, tangents, hardware mapping hits, 32 bit indices, and vertex type selection. Release - 1st week of Sep. 2009

irrb 0.5 - Particles & sound. Release - end of Nov. 2009

irrb 0.6 - Current irrb functionality working with Blender 2.5. and Blender ID Properties interface replaced with a new node/Irrlicht attribute specific interface (pre 2.5 space handlers). Release - Jan/Feb 2010.

irrb 0.7 - Animation. Release - ?
Thanks for your plan, efforts and project pc0de. This is really a great project you are making!

Thanks again!
oli03
Posts: 4
Joined: Tue Aug 25, 2009 4:08 pm
Location: Auvergne - France

Blender Units

Post by oli03 »

Hi,

I'm new to Irrlicht and I try different things.
Here's my 2 problems :

1) I modeled a test scene in Blender 2.49a, used irrb and load in Irrlicht with LoadScene and add the "Sydney" mesh with getMesh. Sydney is a giant !! Is there a unit to use in Blender (I use 1 unit blender = 1 meter but it is very small compare to Sydney)

2) I experience problems with simple objects (cylinders for example). When I walktest the scene, some faces are hidden (In irrlicht too). If I use the "Apply transform" fonction in blender, it works well.

Thanks for your answers and thanks for your work.

Olivier
pc0de
Posts: 300
Joined: Wed Dec 05, 2007 4:41 pm

Re: Blender Units

Post by pc0de »

@Kryton - You're welcome :).
oli03 wrote:1) ... Sydney is a giant !! Is there a unit to use in Blender (I use 1 unit blender = 1 meter but it is very small compare to Sydney)
It appears that Sydney was modeled using inches as the unit (see the screen shot below - the plane to the right is 2x2 units). Like you, I use 1 meter = 1 unit in Blender. But it doesn't really matter as long as you make certain that all of the models in a scene use the same unit of measure. Here's Sydney imported into Blender:
Image
oli03 wrote:2) I experience problems with simple objects (cylinders for example). When I walktest the scene, some faces are hidden (In irrlicht too). If I use the "Apply transform" fonction in blender, it works well.
I've tested exporting models with un-applied scaling and rotation so I'm not sure what the problem is here. Please post a link to a .zip file that contains the problem .blend file and the "irrb.log" file that is generated in the scene output directory. Thanks.
Flatlander
Posts: 9
Joined: Sun Feb 25, 2007 7:18 pm
Location: Finland
Contact:

Post by Flatlander »

I'm having some problems using irrb exported objects with flat shading. Everything seems to work fine when I use gouraud shading or no lighting at all but without gouraud shading I get results like this:

Image

On the left there is an irrlicht test cube and on the right is basic blender cube. There is clearly something funny going on with the shading...

I have checked the normals in blender and tried with NORMALIZE_NORMALS and different light settings but nothing seems to work.
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