I'm back... Turns out that after a good bit of fooling around, I'm beginning to like Blender. I'm using irrb with walktest to determine when I'm getting the results I was shooting for, and that works well.
Here's the problem. I made a simple UFO. In walktest it looks like this:
But when I export the mesh as an irrmesh and load it in my own scene it looks like this (um...)
Any ideas?
Last edited by pilesofspam on Thu Feb 18, 2010 6:41 pm, edited 1 time in total.
Don't know how walktest works, but it looks like you are using mesh manipulators which are not applied to the mesh for real, hence you get the base primitives.
hybrid is correct - irrb doesn't apply mesh modifiers before exporting. For the record - iwalktest simply loads the exported scene using ISceneManager->loadScene() which in turn loads the exported meshes.
I think the problem pilesofspam is seeing is that the mesh contains an un-applied scale in Blender. Because iwalktest loads the mesh indirectly through loadScene, the scale (stored in the .irr scene file and not the.irrmesh file) is taken into account.
So... pilesofspam you can either:
Apply the scale to the mesh in Blender before exporting: (CTRL-A).
or
Manually set the scale in your code after you load the mesh: IAnimatedMeshSceneNode->setScale(core::vector3df&)
Thank you all very much. After choosing option 1 (applying the scale in blender with CTRL+A) the mesh export came out like I expected. I think I understand what I just did, but I'll need to study that a bit.
Virion- that's pretty neat! The color similarity is amazing. Last year I did a pirate ship as part of a game using irrlicht for my son's birthday, but I did the ship in google sketchup and exported as a .3ds. I feel confident that I can get better results using blender and irrb. I'll also understand the mechanics or both Blender and irrlicht a little better.