Workflow with IRRLICHT

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HokutoTC
Posts: 6
Joined: Mon May 24, 2004 3:50 pm

Workflow with IRRLICHT

Post by HokutoTC »

Hi there guys..

I would appreciate if someone would give some example of their workflow as in

1) what is the best path to create textured and animated models (in any 3D package you use) and get them imported and fully working into IRRLICHT

2) what is the best path/tools to create maps with textures and lighting that can be loaded into IRRLICHT

3) Is anyone using XSI to create evnironments and models content for IRRLICHT or even SketchUp 3D?

Cheers
arras
Posts: 1622
Joined: Mon Apr 05, 2004 8:35 am
Location: Slovakia
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Post by arras »

OK just few hints to 1. one:

1. I get reference pictures of what I want to model or draw them myself -ofthen front, side and top down view.

2. I open Wings3D, load referencies and make my model.

3. Export to 3ds format.

4. Open it in Milkshape to make some small adjustmensts (In wings ewerithing have to be 3d, no surfaces, everithing solid)

5. UV map in LithUnwrap.

6. Animate in Character FX.

7. Export to x format using Character FX or Milkshape.

8. Code.
Electron
Posts: 874
Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

Blender is also an alternative for animating and exporting to .x, though it is difficult to learn
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

all what have been said.

I'll ad too Metasequoia LE(for non comercial projects only),as an aditional modeller, and Ultimate Unwrap (purchase needed, 40$) for better uv mapping than with Lithunwrap, but with lith you can do already any mapping.

again, if it's a free project, you can also use Tatoo, the 3d painter.

I'd prefer to export as OBJ from Wings, though..... ;)


yup, character fx is easy, and does the job.

But often is needed also Ultimate Unwrap to fix unwelded meshes animations that are exported as x from Character Fx.

I have used the Wings3d--->ultimate unwrap--->character fx---> ultimate unwrap (if fixing is needed) And is a winner combination.

Much harder to learn is Blender, though in the animation field for the character, can end up being slightly more powerful.

Typical uses in indy games will sufice with cfx.

I have just bought xsi Foundation now!!!! :)

Well, some time ago..

just eagerly waiting it to arrive home.

I have tested that the x file from a free plugin I installed in the 4.0 foundation trial, was working ok with it all, and that Ultimate Unwrap could open the animation and export the anim as usual...was loading perfect back again in Deep Exploration demo , the whole anim.

Used joint pinning, something that XSI has in a dreamlike way , and preserved in the x animation.

zero problems, I couldn't catch any problem, I mean.

I had to learn like always the dirty tricks of any x exporting plugin, but heh ;)


I soon wil have it, and I already have giles for lightmaps, ultimate unwrap for generating the two uv channelled x files...deep paint3d for painting...man , I have wasted some buck in several years, but what a combo...

I can tell u wings3d is at the pro level of all this, luckily. Is my main modeller.
Finally making games again!
http://www.konekogames.com
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