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| Using Blender to Make Game Models Part 2 |
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![]() darklordsatan Member since: 2/14/2005 From: Planet Earth - Solar System - Milky way |
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| First I have to congratulate you for such a nice article, keep up the good work. Blender is such a great tool, but really hard to master, given the fact its interface its not very 3dsmax or maya alike, and tutorials like yours definitely help people to "get closer" to the real thing, if you know what I mean. Anyway, looking forward to read more articles from you! cheers |
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![]() andyZER0 Member since: 3/4/2004 From: USA |
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| Very nice job with the tutorial. I've always wanted to learn Blender, but never had the time. These tutorials are concise and cover the most useful features of Blender. Thanks and keep up the good work. |
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![]() STORM76 Member since: 1/19/2004 From: Germany |
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| Thank you for the great tutorials from my side, too! I have just one question: since I am programming an OpenGL 3D game I am interested in modelling models for my OpenGL engine. Could you please offer some advise on this topic? What format is Blender able to export to that is appropriate for OpenGL? Thanks in advance! |
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![]() Daaark Member since: 8/1/2001 From: Ottawa, On, Canada |
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Quote:Any format can be suited for opengl. You just need to write a loader. The format you should pick is the one that supports the features you want to store. Animation? Multitexturing? etc... |
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![]() darkzim GDNet+ Member since: 12/24/2003 From: Detroit, MI, United States |
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| Wasn't there recently an article posted about loading ".X" files without directX? You could use that. |
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![]() Wolfmanyoda Member since: 8/24/2000 From: Anderson, IN, United States |
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Rock on, glad you guys liked it ![]() |
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![]() prowst Member since: 5/1/2002 From: Mesa, AZ, United States |
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| Thanks for an excellent blender tutorial! I've had fun making my first 3D sword! The step by step instructions with corresponding screenshots helped tremedously. Although, I'm stuck on the last part and was wondering if I could get some help. I'm trying to save the uv face layout of my sword model. I click export and it tells me python script error check console. In the console it reads: Traceback (most recent call list): File "(string)", line 132, in bevent IndexError: list index out of range I downloaded your blender file and tried exporting the uv face layout and it worked without errors. I run into trouble with my particular blender file. I'm using version 2.37a and Im running windows 98SE. I'm new to blender and 3d modeling so I'm not sure what is causing the error. I've tried using different texture sizes and line sizes. I've looked at all the different buttons to see if it has anything to do with the uv settings. I would like to finish my first sword and I'm stuck! Can someone please offer some suggestions of what is happening and how to fix it? Thanks! -prowst |
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![]() d000hg Member since: 1/21/2002 From: Durham, United Kingdom |
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| Another good article - however I think your articles made me further inclined not to use Blender! Not because I think you explained things badly, but just because it seems complicated. All those hot-keys for a start! I want a more intuitive approach - grbbing vertices, creating basic shapes to work from etc... |
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![]() Kalasjniekof Member since: 2/21/2005 From: Netherlands |
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| @Prowst: Sounds like a python error. Do you have a python-path set on your computer? If not, this link should contain some usefull info: elysiun btw, my python path is: PYTHONPATH C:\PYTHON22;C:\PYTHON22\DLLS;C:\PYTHON22\LIB;C:\PYTHON22\LIB\LIB-TK This can be set at "this computer(right click)"->"Properties"->"Advanced"->"Environment variables" (these are straight translations of the dutch version, so they might be a bit of.) |
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![]() James Trotter Member since: 1/12/2003 From: Oslo, Norway |
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Great tutorial! Are there any more planned? Perhaps animation with IPO curves, and one on armatures?Quote: Though Blender might seem a little counterintuitive to begin with, after a short while you should become quite used to it, and working in Blender becomes very efficient. There is a very good video tutorial on how to use Blender's LSCM UV mapping here. |
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![]() Anonymous Poster |
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Quote: Blender has chosen to make it easy to use for the experienced user. This is at the expense of making it easy for those who have never used it before. The first time I used blender, I was skeptical. I had no idea what to do, but a couple of tutorials later, it just started to flow! One hand on the mouse, and the other hand on the keyboard; I have never worked faster in any 3d program. |
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![]() JohnBSmall Member since: 1/10/2002 From: England |
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Quote: Seconded. John B |
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![]() LeFabdesBois Member since: 7/7/2005 From: Nantes, France |
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| Hi! Sorry to bring back that subjet from its grave but I have a problem with this UV texture mapping tutorial! I have followed step by step this tutorial to make a texture mapping on a cube! When I use blender, the cube is properly textured if I active the real time texturing mode (as told in the tutorial. I ve also activated the textface option to see textures when rendering (when I was triing to resolve my problem)! But when I try to make a .x file with my cube, the texture doesn't appears in the DX9 MeshView programme! My .x, .bmp and .tga have different names and are all in the same folder... Logicaly, the texture I use is the .bmp (I ve tried to remove the .tga but it doesn't resolve the problem) I ve noticed that the exemple that I down loaded doesn't work when I launch the MeshView, but other premade textured mesh work perfectly! I have made the texture maping on the exemple befor using it! It doesn't work it seems something is missing to join the .x and the texture together (When I open the .x file, I don't find the pass of the texture Oo) If somebody can tell me what's wrong or if something is missing in this tuto, he would save my life :] |
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![]() LeFabdesBois Member since: 7/7/2005 From: Nantes, France |
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| I fonded a way quite violent to resolve this problem! I had to open my .x file and to make a few changes : Material Material { 1.0; 1.0; 1.0;1.0;; 0.5; 1.0; 1.0; 1.0;; 0.0; 0.0; 0.0;; ///////////////////////// /(Added!) / TextureFilename { / "mytexture.bmp"; / } /(Added!) ///////////////////////// } I'm violent I know! And if somebody has another solution, he is welcome! :] Now, if someone can tell me how to do an annimation in DX9 with Dev-Cpp... :]]] |
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![]() kmne68 Member since: 8/29/2002 From: USA |
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| I have begun using Blender recently. I have not used 3DS Max or Maya so I wonder if someone would be willing to comment on how Blender compares to these two commercial products (or Milkshape) with regard to ease of use, overall capability, features and "completeness". My development partners and I are trying to decide whether to "commit" to this open source option or go with Maya. We program with OpenGL if that figures in to anyone's analysis. Thanks to anyone that replies. |
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![]() Anonymous Poster |
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| Thanks for two great articles! Your explanation has convinced me to try using blender after all. But at the end of the day I'm still a programmer *grin*. Do you have blender models for sale, or know where I can look for some? thx. |
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![]() Drexl Member since: 9/19/2004 From: Sweden |
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| First, I would like to thank LeFabdesBois for solving my problem of getting the texture painted on my mesh when rendering in MeshViewer (or when creating my 3D-games), I struggled with the exact same problem. But surely, there must exist a better and less violent way to acheive this than to open up the .x-file and editing it in Notes? |
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![]() InterGeek Member since: 7/26/2004 From: East Lansing, Michigan, United States |
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| Drexl, I've worked from the beginning of the article all the way throughout and got the same error. Everything worked fine until I exported the mesh. The mesh loads fine in the Mesh viewer, but my texture doesn't show. I hope there is a better solution than going into the code. (Although, I should be fine with that, being a coder.) |
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![]() CorsairX Member since: 2/16/2005 From: Australia |
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Quote: This may not be useful, but if you were to consider creating your own format you could start with the "raw triangles" export script (if you know or are willing to learn python!). Assuming a standard windows install, it should be at: <drive>:\<path>\Blender Foundation\Blender\.blender\scripts\raw_export.py I've included a C++ function that loads and displays a mesh; using the meshes location data to provide a bit of colour. Be warned I don't have much experience, so take this with a grain of salt :) For example, the function reads in the model data every time its called, which isn't very efficient. void meshdraw(void) { float x, y, z; /* rot_angle is a global variable - it is incremented in the idle function*/ glRotatef(rot_angle, 0, 1, 0); ifstream datafile("./mesh.raw", ios::in); /* mesh.raw is generated by blender */ glBegin(GL_TRIANGLES); while(datafile) { datafile >> x >> y >> z; glColor3f(x, y, z); /*A little colour helps! Some vertices will be black*/ glVertex3f(x, y, z); } glEnd(); datafile.close(); } |
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![]() Anonymous Poster |
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| Here is a link to my modified/enhanced DirectX9 exporter script for Blender. It works well for me, and I hope it can work well for you! [url]http://www.vectorslave.com/blender.html[/url] It fixes alot of the issues you Will encounter using the default exporters or some of the other versions floating around. |
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![]() joelmartinez Member since: 1/15/2003 From: Orlando, FL, United States |
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| I unfortunately am receiving this same error when I try to save the UV map: Traceback (most recent call list): File "(string)", line 132, in bevent IndexError: list index out of range I have tried Kalasjniekof's suggestion of installing python and setting the pythonpath to no avail. Has anyone else come across and vanquished this error? |
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![]() sam_carmichael Member since: 2/9/2006 From: Seaside, OR, United States |
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| updated the exporter: click here to download it and a tutorial: it now includes material (including specular, diffuse) and vertex animations from Blender directly into OpenGL! [Edited by - sam_carmichael on October 28, 2006 1:40:04 AM] |
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![]() ddboarm Member since: 9/8/2009 From: Gainesville, TX, United States |
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| Sorry to bring such an old thread back to life but, concerning the tutorial, it has been a long time since the tutorial was written and the version of Blender I am using now. I am trying to figure out how to resume the process of marking the seams so I can take the pieces into GIMP, etc. Can anyone help me with this? Otherwise, the tutorial is very good and I was able to feel like I really knew something by the time I got done with the first part. Thanks... |
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