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Blender >> .x >> Irrlicht

Posted: Tue Feb 07, 2012 10:58 am
by messy
Hello,

i want use animated meshs in my project. For rigging I used Blender 2.61. I export my models with the DirectX exporter addon (http://wiki.blender.org/index.php/Exten ... X_Exporter). Then I import the .x-models in irrlicht and the result are terrible. What make I wrong? Here are pictures for blender model, ingame result and export options from blender. I try it with different export options, but the results are allways disturbed.
What tools for create/export/import animated mesh used their?

Blender:
Image

Ingame:
Image

Export Options:
Image

Re: Blender >> .x >> Irrlicht

Posted: Tue Feb 07, 2012 12:01 pm
by hybrid
I guess you should also export animations. Also not sure about the armatures settings. Try the forum search, there should be some guidance on what choices are best here.

Re: Blender >> .x >> Irrlicht

Posted: Tue Feb 07, 2012 9:15 pm
by messy
Mhh... Export animation doesn't work. It moves nothing.
I don't find a guidance (am I dumb?). But as a student I can use 3D Max freely and I will try it with this program.

Re: Blender >> .x >> Irrlicht

Posted: Thu Feb 23, 2012 11:12 pm
by pera
I also want to make simple animation in Blender then export to .X and load in irrlicht.
When I say simple, it doesn't have to be skin and bones, only one animation set, just rotating one part of the model in the loop.
How do I animate in Blender to be able to export animation to irrlicht successfully?

Re: Blender >> .x >> Irrlicht

Posted: Sat Mar 10, 2012 9:49 am
by netpipe
bake the animation

Re: Blender >> .x >> Irrlicht

Posted: Tue Mar 13, 2012 1:12 pm
by ACE247
I'm Also going nuts about irrlichts lack of animation support in its animation formats.
In Blender I can have animation 'actions' basically my animation groups (Example Run, Idle, jump etc) But getting these into irrlicht is a massive issue! All the formats irrlicht supports for skeletal animation, don't have the possibility to just call an animation group by name as md2 can, which can only do morph frames.
Either I always have to bake my animations into one massive long animation and note down the transition frames(Which is always easy to mess up) and then make a custon xml for every animated mesh I want to load, or I have to do it in code which is even worse. Can't we get just one format that actually works? We've got .irrmesh, pc0de has made a very good .irrbmesh already (binary mesh). Now we just need a .irramesh for animations which he has also half made already, unfortunately it can only load bone positions(skeleton) and skin weights so far, not actual animated bone positions.

What do you think we can do about it?
(Maybe not the right post for this)

Re: Blender >> .x >> Irrlicht

Posted: Tue Mar 13, 2012 3:25 pm
by fmx
Even if .irrbmesh or .irramesh formats get fully implemented into irrlicht, how will that make a difference to how animated data gets exported OUT from Blender?
Looks like what you're really asking for is a new plugin or format for Blender which irrlicht can use

How's Collada and FBX support coming along in irrlicht?
I've been away from the forums for a while so I haven't been keeping up

IMO if irrlicht can deal with animation support from collada DAE files that might help Blender users in the short term

Re: Blender >> .x >> Irrlicht

Posted: Tue Mar 13, 2012 4:00 pm
by ACE247
Collada is quite buggy at the moment, yes you can load static scenes with it but, armature animation is about the same as 'non-functional'. FBX also only has static meshes and isn't officially supported, only available in irrext repo.
Irrbmesh and irramesh are actually supported by pc0de's irrb Blender exporter (as in IrrBlender exporter) that handles entire scenes about the same as irrEdit would. Also exporting any userdata to the irr file and supplying the irrlicht mesh loader add-ons(just scratch through his repository ;) )
So no, I'm not asking for a new plugin actually. It is just that a serious stopping point for potential large scale irrlicht game projects is the lack of some asset pipeline from modelling tools to engine, where features are mirrored across. Not everyone wants to first write a whole new system to just load working mesh & animation data.

Re: Blender >> .x >> Irrlicht

Posted: Tue Mar 13, 2012 5:40 pm
by CuteAlien
Collada animation patch is not yet included, just haven't found the time for it so far (there's always more urgent problems...).

Re: Blender >> .x >> Irrlicht

Posted: Wed Mar 14, 2012 10:19 am
by hybrid
IIRC, the collada animator patch wasn't working at all, and I never got any replies from the author. So probably not in the near future.

Re: Blender >> .x >> Irrlicht

Posted: Wed Mar 14, 2012 11:47 am
by CuteAlien
Ah, so you looked at it already? I've just sitting it in my inbox so far... but I'm currently working on Collada (although on export) because I need some more stuff for my day-job (exporting nodes with different materials but same mesh). So maybe I can take a look at it when I'm done with that and still remember parts of the collada-format (that format is so complicated... I have to work myself into it each time I do something - and stay puzzled half the time even with documentation in front of me - and still haven't even found a viewer really supporting everything from it).