This is a just a quick note with some links.
The binary, the glsl demos and some documentation in this thread:
http://www.blender.org/forum/viewtopic.php?t=7943
Most documentation is now in the wiki so check this instead of the pdf manuals:
http://mediawiki.blender.org/index.php/Main_Page
What is new:
http://www.blender.org/cms/Blender_2_41.731.0.html
Plenty of bug fixes for exporter. If you were having problems with .x and .obj the problems may have been fixed. Collada exporter and vrml97/x3d have also been updated.
Blender 214 released with fixed .x exporter
am in contact with ben..it's fixed, yes. But not yet with constraints support(hey!he's working at it ). Just in case some of you try to add an ik solver , or copy rotation, or location, or whatever the constraint and try to export it. You already can do any animation with aramtures and weightsprovided you don't use constraints.
Last edited by vermeer on Sun Jan 29, 2006 11:38 am, edited 1 time in total.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
I wondered the other day if that multiple UV support in blender game engine would mean multiple UV soon(in a near future?) also in blender in general, and not only game engine...
that way, would not be much later we could have a full lightmapping export...wether if using wrl, or x (if I remember well, both support multiple UV)
Anyway, the bake of lighting in blender seems yet passing trough vertex colors (huge subdivide step in the middle, no good) , so not much intersted myself...
My real hope in free lightmapping tools is Murphy, once again
The character animation in Blender 2.4x is already enough to do pro stuff, provided one good rig was done. I made one basic test to use knee controllers for ik legs, feet that would stay glued in ground, etc...and all was done faster than ever before...
that way, would not be much later we could have a full lightmapping export...wether if using wrl, or x (if I remember well, both support multiple UV)
Anyway, the bake of lighting in blender seems yet passing trough vertex colors (huge subdivide step in the middle, no good) , so not much intersted myself...
My real hope in free lightmapping tools is Murphy, once again
The character animation in Blender 2.4x is already enough to do pro stuff, provided one good rig was done. I made one basic test to use knee controllers for ik legs, feet that would stay glued in ground, etc...and all was done faster than ever before...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
can't animation with constraints be exported by taking action key frames at intervals and baking the action to IPO? Or am I missing something else. . .
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
That i thought, Electron...I made so with previous versions: Blender 2.37, 2.35 ...But looks like new api wont allow it or something...I don't know as I am not a programmer...
So I even tried baking, but seems it needs that new code made by Ben for it to work...From then,it should be all wonderful. The power of B 2.41 is really big now, WIth IK solvers, knee controllers (track to constraints) etc...and all...well, very similar to how was before, but quite better.
So I even tried baking, but seems it needs that new code made by Ben for it to work...From then,it should be all wonderful. The power of B 2.41 is really big now, WIth IK solvers, knee controllers (track to constraints) etc...and all...well, very similar to how was before, but quite better.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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do you mean the x exporter that ships with 2.41, I bet it works, but in my hands they don't show in the irrlicht viewer. Is there another version out there?vermeer wrote:am in contact with ben..it's fixed, yes. But not yet with constraints support(hey!he's working at it ). Just in case some of you try to add an ik solver , or copy rotation, or location, or whatever the constraint and try to export it. You already can do any animation with aramtures and weightsprovided you don't use constraints.
yOu -allways- can go to ben's page and download from there and execute in text editor inside blender. That's how I usually do.
Just do this: try to add a 'track to' constraint to your rig to behave in certain way, add to another bone a copy rotation constraint, add ik solvers constraints. Do some keyframes. Export the whole thing. see it in some viewers supporting directx (deep exploration is great, though comercial). MVIEW (in my sig) from MS, is great. A bit demanding: it often does not like non standard x files. Resaving there as you know, will make it more able to load in irrlicht, try resaving there. But with constraints, to my knowledge, it wont work right. That's what he's working on.
Just do this: try to add a 'track to' constraint to your rig to behave in certain way, add to another bone a copy rotation constraint, add ik solvers constraints. Do some keyframes. Export the whole thing. see it in some viewers supporting directx (deep exploration is great, though comercial). MVIEW (in my sig) from MS, is great. A bit demanding: it often does not like non standard x files. Resaving there as you know, will make it more able to load in irrlicht, try resaving there. But with constraints, to my knowledge, it wont work right. That's what he's working on.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com