Can someone help me convert this blender file to irr?

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MasterGod
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Can someone help me convert this blender file to irr?

Post by MasterGod »

I want to use the animated model from one of the blender wiki's tutorials but I can't convert it right to a supported format by irrlicht.
Can someone who knows more then clicking convert help me with that?

Here is the model:
http://wiki.blender.org/uploads/9/96/BS ... inal.blend

Thanks in advance.
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fireside
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Post by fireside »

I couldn't get an x file to load. I haven't done it much so maybe I did something wrong, but you might be using solvers or something and throwing it off. I just use a simple skeleton with the automatic IK system. Normally I just turn off flip z and turn on flip xy. I've only experimented with a couple models, though, so I don't really know much.
MasterGod
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Post by MasterGod »

I tried experimenting with the exporters settings but it just didn't work.
I don't care which format it gets at the end if it works, just help me get it working please..
oh and thanks for trying :wink:
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MasterGod
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Post by MasterGod »

It is very important that I will have it imported right and maybe can someone explain to me how to have it the same nice colors it has while rendering in blender.
It is Very important, please!
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oldskoolPunk
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Post by oldskoolPunk »

Hi MasterGod

I tested this model with .b3d and .x and it works with both, though the model needs some work still. I prefer .b3d so I'll explain the steps you need to take with this file as it was when I downloaded it.

First select the mesh and Tab into edit mode and hit Ctrl-N. This will flip all the normals because right now they are all inside out.

Next in the mesh panel (F9) you need to add UV coords by clicking the New button, because right now it has none.

Next go to FILE -> EXPORT -> Blitz3D

In the Export options window that pops up, type the name of the action you want to export. I chose walkcycle.
The walkcycle action is 21 frames long, so set the begin frame to 1 and the end frame to 21.
Click Export.
Done!

First I noticed the eyes do not have bones. This is a problem. The eyes are connected via parenting in Blender. For Irrlicht to animate the eyes properly you will need to assign them to bones.

Also, you need to unwrap the model before you can add any nice colors. Although since he is originally one solid color, you might get away with the existing 1X1 default unwrap, add a little 64X64 solid colored texture, and add some cool lighting to him with a shader or somthing.

And lastly, this only happened "somtimes" (I hate those) but sometimes there were some vertices in the head that didnt deform properly. This could be due to some weird weighting in Blender. I couldn't find the cause tonight. I will look again in the morning.

Good luck!
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MasterGod
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Post by MasterGod »

oldskoolPunk wrote:Next in the mesh panel (F9) you need to add UV coords by clicking the New button, because right now it has none...
Good luck!
Thanks for looking into my problem but I didn't found any New button.
Maybe you can do it for me and send me the bill? :wink:
Or at least explain with more detail what I should do.
I have Blender 2.45.

Thanks.
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oldskoolPunk
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Post by oldskoolPunk »

Sure no problem

More detail....

First you must know that the Blender exporters (.x, .b3d, .md2) only export actions, they export nothing from the NLA editor. So first you want to go into the NLA editor and click the little icon beside the word "Armature". It will change to a little icon of a stickman drowning. This changes control from the NLA editor to the Action editor. Now go into the Action Editor and you can view and test all the different actions he has.

Second, if you want to export more than 1 action, you will have to create a new action (named Final or somthing) and create all your animations in here, or copy existing actions( keyframe by keyframe, sadly) into here.

Thirdly, I chose .b3d because bitplane said somthing about Irrlicht liking it better? While I have gotten all of them to work (except Collada what is up with that??) I think .b3d is by far the easiest and fastest (fastest in terms of workflow, no idea about the actual export speeds, although I can say for a fact that the .md2 exporter could very well be the slowest of any action you ever take on your pc)

Forthly, I present you with this .b3d file AS_IS. This model was designed for use in Blender only, and still needs some work before it will be game ready. But now that you can export it properly, you will be able to fine tune this cool little guy.

Anyways here is a picture of the button that adds default UV coords to the model.
Image

Here is the .blend, set up and ready to push "export". but oops in my haste I forgot to flip your normals for you.
BSoD blend file

And here is the exported .b3d
test.b3d

Sadly I still dunno whats up with the verts in the head. There has to be a bad weighting in there somewhere I just can't find it!
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MasterGod
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Post by MasterGod »

What you gave didn't help :wink:
Although I found that if I export to 3ds from blender (the original file) it gets exported really good but with no animation.
I tried exporting with different settings with few formats and modeling tools and this is all I have.
2 Notes:
3ds format looks the nicest but with no animation. (but with Eyes!)
.X (exported with 3dsMax9) has animations but still has the scale(-1,-1,-1) problem. (no eyes..)
Maybe you know how to apply a bone-animation (I think this is how it's called) on a mesh? - Maybe these will help:
In archive (zip):
HelloWorld.3ds
HelloWorld.blend (original)
HelloWorld.md5anim HelloWorld.md5mesh
HelloWorld.x (exported with blender)
helloworldmax.ms3d
HelloWorldMAX.X
HellWorld.max
HellWorldMAX.3DS
http://rapidshare.com/files/78858757/HelloWorld.zip

P.S
- If I remember right all the formats has animation except 3ds but 3ds looks the best.
- All that ends with "*Max" was exported with 3dsMax9
- Thanks for helping me, I really appreciate it.
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oldskoolPunk
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Post by oldskoolPunk »

Sorry man :(

Works fine here.
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MasterGod
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Post by MasterGod »

This is what I get when I use your test.b3d with 1.4 mesh viewer:
Image
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oldskoolPunk
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Post by oldskoolPunk »

Yep same here!

Not sure what you were expecting, since the model hasno textures, no UV coords, and no eyes. :D

Just regroup the verts in the head to the bone and all is fine.
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