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BrazilianBoy
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« on: 25. September 2007, 01:48:19 pm » |
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Hi dudes  I have a wonderful model animated by kukanani, right? In which format can I export the model, with animations, to use in xith? Lucas.
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Marvin Fröhlich
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« Reply #1 on: 25. September 2007, 01:52:16 pm » |
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I have a wonderful model animated by kukanani, right? In which format can I export the model, with animations, to use in xith?
Well, if MD2 doesn't work... IFAIK as long as the new COLLADA loader isn't complete, the Cal3D binary format is the only one. Don't know, how good the 3DS loader is concerning animations. Marvin
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BrazilianBoy
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« Reply #2 on: 25. September 2007, 01:55:41 pm » |
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I can't find a "Cal3D" option in the export menu 
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BrazilianBoy
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« Reply #3 on: 25. September 2007, 03:23:57 pm » |
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Where's the MD5 model loader? I've exported my model to md5 with a good exporter, but I can't find the loader. Acoording to XIN, there's a MD5 model loade, but it's not released with xith-tk.
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« Last Edit: 25. September 2007, 03:29:14 pm by BrazilianBoy »
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Marvin Fröhlich
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« Reply #4 on: 25. September 2007, 06:20:47 pm » |
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Where's the MD5 model loader? I've exported my model to md5 with a good exporter, but I can't find the loader. Acoording to XIN, there's a MD5 model loade, but it's not released with xith-tk.
Well, it doesn't exist. One day I have to remove that entry from XIN  . IIRC there once was one in Xith, but it was long before my days. Well, we could port a loader from another project. There was a thread about this here on xith.org. Marvin
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BrazilianBoy
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« Reply #5 on: 25. September 2007, 07:57:30 pm » |
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Well, it doesn't exist. One day I have to remove that entry from XIN  Well, I feel that the Cal3D support is stronger. But I can't find any exporter script. There's blender2cal3d, but it doesn't work.
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Marvin Fröhlich
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« Reply #6 on: 25. September 2007, 08:42:34 pm » |
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Well, I feel that the Cal3D support is stronger. But I can't find any exporter script. There's blender2cal3d, but it doesn't work.
Maybe you just have to download the latest blender. Amos will be able to tell you how to exactly do to export from blender to Cal3D. Marvin
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hawkwind
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« Reply #7 on: 26. September 2007, 01:25:14 am » |
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Hi kukanani, hi Dori, you should use this export script : http://svn.gna.org/viewcvs/soya/trunk/soya/blender2cal3d.py?view=logSelect the latest revision (134 at the time of this writing) and replace the XML = 1 line by XML = 0 to use the Binary format (which is currently the only one which can be loaded). If anyone wants to compile a tutorial on Cal3D as I did with OBJ Model, it would be *very* welcomed.. this needs to end up in Blender Foundation\Blender\.blender\scripts
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BrazilianBoy
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« Reply #8 on: 26. September 2007, 02:16:13 pm » |
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This script isn't working  I'm using Blender version 2.43. The export option doesn't appear!!!
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kukanani
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« Reply #9 on: 26. September 2007, 02:49:30 pm » |
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Try version 2.45...I think that the Cal3D export script comes included with that release...If not, at least I know that it works with 2.45.
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xith.setCoolnessLevel(10); jMe.setCoolnessLevel(0); xith.rock();
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BrazilianBoy
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« Reply #10 on: 26. September 2007, 07:47:58 pm » |
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Sorry, but it doesn't I tried the latest version of Blender, wich is 2.45. The md5 exporter script worked, but the cal3d one didn't. Did you use it without any problems in blender 2.45? EDIT: and no script included...
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kukanani
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« Reply #11 on: 26. September 2007, 09:37:26 pm » |
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Yeah, I'm using it fine, but my models always load buggy...with their arms, hands, fingers, and sometimes heads moving around in circles...I don't know if it's an exporter problem or a Xith problem or a user (me) problem...
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xith.setCoolnessLevel(10); jMe.setCoolnessLevel(0); xith.rock();
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BrazilianBoy
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« Reply #12 on: 19. October 2007, 07:31:52 pm » |
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The MD5 importer works fine (animations not tested yet), but there aren't any normals. Is there a way to create them at runtime?
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Marvin Fröhlich
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« Reply #13 on: 19. October 2007, 09:23:58 pm » |
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The MD5 importer works fine (animations not tested yet), but there aren't any normals. Is there a way to create them at runtime?
No need to calculate them. This was a bug in the loader. It should be fixed now. Please tell me, if the normals are correct now. The normals calculation code seems strange to me (remember, that I ported it from kman's loader). If the normals don't face in the correct direction, I will see, if I can fix that code. Marvin
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BrazilianBoy
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« Reply #14 on: 20. October 2007, 12:14:02 pm » |
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Lightning is working, but I think you should invert the normals, because the lit faces aren't facing the light. And a little trick was needed to use lightning: for(Shape3D shape:playerModel.getShapeNodes()){ shape.getAppearance(true).getMaterial(true).setLightingEnabled(true); }
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