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Exporter: Blender -> B3D

Posted: Tue Aug 08, 2006 8:51 pm
by Valtras
I have seen new format support, but i cant find exporter from blender to b3d... is there any avalible?

Posted: Tue Aug 08, 2006 9:01 pm
by SiriusCG
Try "B3D" in the forum search... :wink:

Posted: Tue Aug 08, 2006 9:17 pm
by Valtras
i searched and there are no exporters from blender... ech...

Posted: Tue Aug 08, 2006 9:22 pm
by RustyNail
Try exporting to another format and then using an external converter... :roll:
Can't give any specifics, but maybe another modeling program, I think Anim8tor could load, (might be just a false lead but try it...)... :roll:

Posted: Tue Aug 08, 2006 10:33 pm
by Valtras
hmm... these funny operations propably will mess up mesh, as i know from experience with exporters, convertors and others... ill stay with .X

Posted: Wed Aug 09, 2006 12:30 pm
by draekko

Posted: Wed Aug 09, 2006 1:10 pm
by vermeer
imo for blender and irrlicht best way to go given th state of format and plugins, etc, would be *.md5...

Posted: Sat Oct 21, 2006 3:40 pm
by niezdrowywglowe
But how to load md5 to irrlich, and animate it? I downloaded exporter for blender, but it makes 2 files: first with mesh, and second with animation. I don't know what to do with this :/ I searched this forum, but i found nothing about using md5, and does irrlich support md5???

http://irrlicht.sourceforge.net/feature ... ranimation

Here is no md5 on that list :/

Posted: Sat Oct 21, 2006 3:46 pm
by Valtras
Whoa! Use irrEdit... xD xD xD

Serio, Irrlicht doesn't support md5 - Niko and team haven't time for improving irrlicht, they wanna do irredits...

You really need animation and blender? Use .x exporter from mind floaters ( in irr's sdk ), download older version of blender ( e.g. 2.34 ) install exporter on it. You can model in current version of blender, and open work in older blender and export to .x with it. Exporter works only on older version of blender.

Posted: Sun Oct 22, 2006 1:08 am
by Luke
I’ve made a b3d exporter for blender, it exports animations similar to the md5 exporter.

I’ll release a beta once Vermeer has finished testing it, if of course he doesn’t find any problems.

Posted: Sun Oct 22, 2006 1:37 pm
by Lideln
Valtras !

Hi, I see that you use blender :)
I'm really a beginner (2 days of blender :) ) but every export that I tested failed, except for .3DS but it displays in white in irrlicht, no texture :( (I used an UVmap texture)

I tried to export to md2, but "python error, check console" (i have no console by the way), i tried .x, and .x (direct8), but both are not recognized by irrlicht (for one I have "Unknown data object in x file: Header{" and for the other one I get "Unknown syntax while reading texture filename string in x file" ...)

When I export to 3DS, it works quite well, but I get the error :
"Found no matching material for Group in 3ds file."

Since you seem to master Blender, maybe you can help me getting a working simple mesh... (with UV map texture, a file I saved in map1.tga but it seems irrlicht does not load it, maybe I did something wrong before exporting the mesh from blender ?)

Thanks a lot for your help ! :wink:

Lideln

Posted: Sun Oct 22, 2006 2:01 pm
by kneri
I tried to export to md2, but "python error, check console"
Your problem is that you have no UVs assigned on your mesh in blender so the pyton script fails.
You have to select your mesh change to "UV Face Select" mode select all unwrap it as you like (i prefer project from view) and select a pic in the "UV image editor". Best thing is to split the window that the UV image editor is next to your 3d view. Then make your vericles move, scale,.. to the position on the pic. Test the look by switching to drawtype textured and watch. then the md2 exportscript will work.

[/quote]

Posted: Sun Oct 22, 2006 3:30 pm
by Lideln
Hi Kneri !

Thanks for your answer :)
But I already did this, I think.
What I did is :
- model my tree
- create the seams
- generate an UV LSCM map (and using "pins" to arrange it better)
- export the UVmap with scripts window -> scripts -> UV -> save uv face layout
- draw the texture (in gimp), and open it in the UV/Image editor (with image -> open)
- choose "TexFace" in the Material tab, for my selected object (the tree)
- export to 3DS (and also tried to export to MD2)

That's it. Did I forget something ?

Thanks for your help, :)

Lideln

Posted: Sun Oct 22, 2006 3:50 pm
by kneri
Lideln wrote: - export to 3DS (and also tried to export to MD2)
So whats your problem again??
I think you have to post your blender file so we can look at your problem?

Posted: Sun Oct 22, 2006 4:05 pm
by Lideln
My problem is that when loading the .3ds file in Irrlicht, I get :

Code: Select all

Found no matching material for Group in 3ds file.
The mesh has a correct shape but displays in white.
I load it using :

Code: Select all

	mesh = hotp->scene->getMesh("data/objects/arbre.3ds");
	ptiga = hotp->scene->addAnimatedMeshSceneNode(mesh);
	ptiga->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
	ptiga->setMaterialFlag(video::EMF_LIGHTING, false);
Here is the link for the blend file :
http://www.filefactory.com/file/2e07e4/

Note that I'm using Blender 2.4.1 (in Ubuntu) but I get the same thing if I use 2.4.2

Thanks for your help !

Lideln