blender -> b3d
blender -> b3d
lights arent exported, IPO animations not supported....
is it true or im just missing some steps?
thnx
is it true or im just missing some steps?
thnx
opensource = freedom
<br>
how can you face the problem if the problem is your face?
<br>
how can you face the problem if the problem is your face?
From Gandaldf's site:
http://www.gandaldf.com/specs-english.htmlCYCLIC ANIMATIONS:
To obtain a perfect result with cyclic animation like walkcycle etc.. I suggest you to copy the first frame to the last in way to have the model exactly in the same position. In Blender this will cause a "glitch" error during the animation but when you will see it in Blitz3D everything will works correctly.
ARMATURES:
Remember everytime you build an armature to imparent it with its mesh. This is necessary for the proper functioning of the Exporter, in fact this permits to have many animated models in the same scene without collisions between different animations. Remember also that every animated model will lose its position in the space scene and will be re-positioned at 0,0,0 so change its position by code or with an external world editor.
TIMELINE:
To set the life-time of your animation use the normal Timeline editor. From there you will be able to set the start and the end point of the whole animation. Only the "current active" animation will be exported, use the NLA Editor to select it.

DirectX and B3D are about the same, though Blender's DirectX exporter is broken and B3D doesn't like to flat-shade things for some reason.
But I think B3D is a lot smaller, and I found this nice exporter for Blender:
http://pastebin.com/f6d3c29dd
So put that in your blender scripts directory and then Blender will export nice B3D meshes with skeletal animation.[/code]
But I think B3D is a lot smaller, and I found this nice exporter for Blender:
http://pastebin.com/f6d3c29dd
So put that in your blender scripts directory and then Blender will export nice B3D meshes with skeletal animation.[/code]
Is the somber dream of the Grim Reaper a shade Darker Than Black?
what about sydney the model, from what program it was made?
huhuh anyone knows what format can be use to export blender IPO animation?
btw... is IPO animation and skeletal animation different from each other?
how?
they both can be implemented in blender right?
thnx
huhuh anyone knows what format can be use to export blender IPO animation?
btw... is IPO animation and skeletal animation different from each other?
how?
they both can be implemented in blender right?
thnx
opensource = freedom
<br>
how can you face the problem if the problem is your face?
<br>
how can you face the problem if the problem is your face?
Just make a model and tell us if it doesn't work.
IPO animation probably won't work directly, since B3D only seems to support skeletal animation. But skeletal animation is based on IPO, so do this:
1. Make your model
2. Export to B3D
3. If it doesn't work, tell us
Asking about IPO animation is slower than testing it yourself.
IPO animation probably won't work directly, since B3D only seems to support skeletal animation. But skeletal animation is based on IPO, so do this:
1. Make your model
2. Export to B3D
3. If it doesn't work, tell us
Asking about IPO animation is slower than testing it yourself.
Is the somber dream of the Grim Reaper a shade Darker Than Black?
IPO isn't an animation format, instead IPO curves/keys are used to interpolate "values" over time. They may be used for animating:
Nodes - translation, rotation, & scale. (node animation).
Shapes - vertices using shape keys. (shape/vertex/morph animation).
Bones - translation, rotation, & scale. (skeletal animation).
IPO curves may also be used to vary material settings as well (color, specularity, layer, etc.).
It's been a while since I looked at it but I think for Blender:
Nodes - translation, rotation, & scale. (node animation).
Shapes - vertices using shape keys. (shape/vertex/morph animation).
Bones - translation, rotation, & scale. (skeletal animation).
IPO curves may also be used to vary material settings as well (color, specularity, layer, etc.).
It's been a while since I looked at it but I think for Blender:
- 1. Nothing currently supports exporting node animation.
2. ".x" supports skeletal animation by writing vertex locations every (key?) frame (quasi shape animation).
3. ".b3d" supports skeletal animation.