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Blender -> IrrMesh exporter!

Posted: Thu Feb 28, 2008 1:21 am
by Halifax
I have to say that this is a great find for me. This absolutely takes no setting up to get your model exported correctly. In fact all I did for my test mesh was create it in Blender, modify the normals, export it with no modifying, open up irrEdit 1.4alpha, import irrmesh, and then let Irrlicht create the texture over it. Here are the pics, and link to the exporter:

http://code.google.com/p/tubras/wiki/irrb

And here are my images:
Image
Image

I have yet to test the texturing for exporting, but believe me I will do that!

Posted: Thu Feb 28, 2008 1:43 am
by bitplane
I think tubras is pc0de's project, I've been covertly following their progress via Google Alerts :D
Once again, nice work pc0de :)

Posted: Thu Feb 28, 2008 2:34 am
by Halifax
Yes, I agree, their/his work are/is amazing! I love pc0de, and once animations are supported by .irrmesh I would hope that he supports that as well.

@bitplane: Do you know if an .irrskeleton is in the works for bone deformed meshes?

EDIT: Texture exporting works great! Although the copy textures function is a little suspect that is not a big problem, I just hand copy the textures.

Posted: Thu Feb 28, 2008 8:55 am
by pc0de
Now that I've been prematurely outed :)...

Before it's officially released my brother and I need to:
  • 1. finish adding support for defining collision properties
    2. finish testing "iwalktest" (similar to the CrystalSpace exporter)
    3. finish testing "imeshcvt" (used for generating .irrbmesh's - binary .irrmesh)
    4. misc. bug fixes.
    5. finish the wiki documentation
@bitplane: thanks.

@Halifax: Yes, the "texture copy" functionality is little goofy right now especially when working with images/lightmaps that have been baked but not saved. I have a fix that I need to push. It should make more sense when it's documented.

At my current rate of development - the initial, official release should be in 3-4 weeks. After that I plan on learning and focusing on animation.

Posted: Thu Feb 28, 2008 11:09 am
by bitplane
pc0de wrote:Now that I've been prematurely outed :)...
I didn't want to mention it myself, I figured there was a reason why you hadn't said anything yet :)
Halifax wrote: @bitplane: Do you know if an .irrskeleton is in the works for bone deformed meshes?
I doubt it, for the moment at least. SkinnedMesh doesn't separate the animations from the mesh data, so it wouldn't make much sense to do this in the file format at present. I'm pretty sure it's possible to do this by just using an empty skinned mesh (as one that just contains animations), and set the bone positions of a second ragdoll to play from this one. I suppose this functionality would be part of the exporter rather than the mesh format though.

Posted: Thu Feb 28, 2008 11:32 am
by TheBeef
I imagine this should also work with the .NET wrapper for irrlicht?

Posted: Thu Feb 28, 2008 1:49 pm
by lester
TheBeef

I guess it should. If anything, let me to know, I'll try to figure out.

Posted: Thu Feb 28, 2008 8:44 pm
by Halifax
Oh, I am deeply sorry. :( I was also wondering why this great tool wasn't announced yet. My bad pc0de.

Posted: Thu Feb 28, 2008 9:44 pm
by MasterGod
Halifax wrote:Oh, I am deeply sorry. :( I was also wondering why this great tool wasn't announced yet. My bad pc0de.
Great tool indeed. Maybe now he will work some more to get it released earlier :roll:

Posted: Thu Feb 28, 2008 10:49 pm
by pc0de
Halifax wrote:
Oh, I am deeply sorry...
Not a problem Halifax! Like M.G. said - it gives me a little push to move away from playing with bullet.

Hmm wait, I see Erwin just added a character controller to svn...

Posted: Mon Mar 10, 2008 10:33 am
by PuG
Great! perhaps the exporter could also work for Modo which supports Python, Lua etc?

Posted: Tue Mar 11, 2008 6:26 pm
by pc0de
If by "exporter" you mean me, then no. My focus is/will be Blender.

If you meant the Python code, I would be surprised if the API's are the same.