You mean like exporting animated blender model to irrmesh? Are we going to have to update to latest irrlicht version for that? Will this be able to replace sturdy and proven method of "exporting to 3ds - importing to milkshape - exporting to milkshape ascii - importing to characterfx - adding skeleton and animating - exporting to b3d - loading to irrlicht"?2. Finish animation integration.
irrb 0.4 (Blender Exporter)
yeah I prefer... wait a minute! did he said ANIMATION???
Yup.pera wrote:You mean like exporting animated blender model to irrmesh?
More than likely - it may be possible to build your app with the updated CIrrMeshFileLoader.cpp until the modifications are integrated into Irrlicht.pera wrote:Are we going to have to update to latest irrlicht version for that?
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The first stable commit to blender was just made. I think that means the scripting system is finalized.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Estimate on irrblend 2.5 release date?
Can we get an estimated completion time on an irrblend for blender 2.5, based on what 3DModelerMan said, or perhaps based on blender's final 2.58 release expected in June? I'm looking forward to using irrlicht this summer but I'm used to 2.5, I don't want to go back to 2.4! I'd also rather not get a specific build, since I already have more than one blender...
When I compiled Tubras project, I get below errors, it seems there should be some slight modification on irrlicht engine?
Code: Select all
1>TGUIAnimation.cpp
1>f:\engine\irrlicht\tubras\src\tguianimation.cpp(199) : error C2039: “getAnimationIndex”: is not a mamber of “irr::scene::IAnimatedMesh”
1>f:\engine\irrlicht\tubras\src\tguianimation.cpp(205) : error C2039: “getAnimation”: is not a mamber of“irr::scene::IAnimatedMesh”1> 1>f:\engine\irrlicht\tubras\src\tguianimation.cpp(225) : error C2039: “setAnimation”: is not a mamber of“irr::scene::IAnimatedMeshSceneNode”
1>f:\engine\irrlicht\tubras\src\tguianimation.cpp(281) : error C2039: “getAnimationCount”: is not a mamber of “irr::scene::IAnimatedMesh”
1>f:\engine\irrlicht\tubras\src\tguianimation.cpp(286) : error C2039: “getAnimation”: is not a mamber of“irr::scene::IAnimatedMesh”
Yup, I haven't posted the relevant Irrlicht patches yet - I'm was waiting for bitplane to return from his sabbatical to see if he had already worked up something similar.
For now you can apply what I have to get the build to work: animation-patches-r3823.zip (named animations & unfinished .irrskel work).
For now you can apply what I have to get the build to work: animation-patches-r3823.zip (named animations & unfinished .irrskel work).
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Most of the details are covered in ch. 17 of the irrb users guide. The link to the example source in the guide is wrong and should be: Physics sample codegrumpymonkey wrote:how exactly is 'physics' exported? Like, I know its not dynamic bodies and stuff just collision data, but how do you use it for collision detection?
Let me know if you still have questions.
Re: irrb 0.4 (Blender Exporter)
Hmm I checked out out the latest version form your repo and blender 2.58 won't let me enable the plugin, do you have any news updates for when this will be ready? Also I was wondering if there was some way to support custom scene nodes in irrb?
Re: irrb 0.4 (Blender Exporter)
Hi all,
I've encountered the same issue as narpas. Does blender 2.58 is supported from irrb 0.6?
I really appreciate your work pc0de.
Thanks
I've encountered the same issue as narpas. Does blender 2.58 is supported from irrb 0.6?
I really appreciate your work pc0de.
Thanks
Re: irrb 0.4 (Blender Exporter)
Hello pedro77 & narpas,
After you install the script as an Addon (File -> User Preferences -> Install Add-on and then select "io_export_irrlicht.py" ), irrB will appear "disabled". You need to click the check box "Enable addon" (even though it looks like you can't). After that, click on "Save As Default" so you don't have to re-enable it every time you start Blender.
narpas, yes you will be able to export a custom scene node similar to how custom materials are currently be done.
Sorry for the delay on finishing the documentation, this summer ended up being a little busier than I anticipated. Hopefully, I'll be able redirect my attention back to irrB in the next couple of weeks.
After you install the script as an Addon (File -> User Preferences -> Install Add-on and then select "io_export_irrlicht.py" ), irrB will appear "disabled". You need to click the check box "Enable addon" (even though it looks like you can't). After that, click on "Save As Default" so you don't have to re-enable it every time you start Blender.
narpas, yes you will be able to export a custom scene node similar to how custom materials are currently be done.
Sorry for the delay on finishing the documentation, this summer ended up being a little busier than I anticipated. Hopefully, I'll be able redirect my attention back to irrB in the next couple of weeks.
Re: irrb 0.4 (Blender Exporter)
Thanks pc0de,
I'll try following your suggestions.
Many thanks again for your reply.
I'll try following your suggestions.
Many thanks again for your reply.