Difference between revisions of "Exportscript"
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Line 7: | Line 7: | ||
newest version: | newest version: | ||
− | [http://www.titusgames.de/blender/g3d_xml_exporter_v0.1. | + | [http://www.titusgames.de/blender/g3d_xml_exporter_v0.1.4.zip download at www.titusgames.de ] |
older official version (doesn't work for blender 2.43): | older official version (doesn't work for blender 2.43): | ||
Line 13: | Line 13: | ||
''' Attention!!: ''' | ''' Attention!!: ''' | ||
− | the current version is Ver: 0.1. | + | the current version is Ver: 0.1.4 (May 2 2007) |
the download at glest.org is the old one!! [http://www.glest.org/files/contrib/tools/ Dont't use this old version from www.glest.org !!] | the download at glest.org is the old one!! [http://www.glest.org/files/contrib/tools/ Dont't use this old version from www.glest.org !!] | ||
'''From the export file header:''' | '''From the export file header:''' | ||
+ | INSTALLATION : | ||
− | |||
Copy this Script into your .blender\scripts directory | Copy this Script into your .blender\scripts directory | ||
+ | |||
In Blender, open a Script Window and in the menu choose "Update Menus" | In Blender, open a Script Window and in the menu choose "Update Menus" | ||
+ | |||
Export with File->Export->G3D XML Exporter | Export with File->Export->G3D XML Exporter | ||
+ | |||
+ | |||
PREPARE THE MODEL : | PREPARE THE MODEL : | ||
+ | |||
Each of your meshes' faces must be a triangle (3 vertex) | Each of your meshes' faces must be a triangle (3 vertex) | ||
+ | |||
In Edit mode, you can press Space, edit>faces>Convert to Triangles | In Edit mode, you can press Space, edit>faces>Convert to Triangles | ||
+ | |||
Create and place all your meshes before texturing or animating. | Create and place all your meshes before texturing or animating. | ||
+ | |||
The X axe is the floor and the Y axe is the elevation. The center | The X axe is the floor and the Y axe is the elevation. The center | ||
+ | |||
of the Blender's 3D space will be the center of you object, at the | of the Blender's 3D space will be the center of you object, at the | ||
+ | |||
ground level. Before exporting your model, apply the transformations | ground level. Before exporting your model, apply the transformations | ||
+ | |||
to each of your mesh (In the 3D space window's menu : | to each of your mesh (In the 3D space window's menu : | ||
+ | |||
Object->Clear/Apply->Apply ... ) | Object->Clear/Apply->Apply ... ) | ||
+ | |||
This will place the center of your mesh (the yellow or pink dot) | This will place the center of your mesh (the yellow or pink dot) | ||
+ | |||
at the center of the Blender 3D space. | at the center of the Blender 3D space. | ||
− | + | ||
+ | |||
+ | !!!!!!!!!!!!!! | ||
+ | !!!new in 0.1.4: !!! | ||
+ | If you have a non animating model, you have to set the start frame | ||
+ | and the end frame to '1' in blenders 'timeline'-window. Otherwise a non | ||
+ | animating animation will be exported, containing a lot of frames and your | ||
+ | model gets really big. | ||
+ | !!!!!!!!!!!!!! | ||
+ | |||
+ | |||
Before doing any texturing or animation, try to export your model and | Before doing any texturing or animation, try to export your model and | ||
+ | |||
check your python console (the terminal which opens Blender) to see | check your python console (the terminal which opens Blender) to see | ||
+ | |||
if there is a warning about the number of used faces in the summary. | if there is a warning about the number of used faces in the summary. | ||
+ | |||
If there is, try to delete "false" faces (which use only 2 vertices) | If there is, try to delete "false" faces (which use only 2 vertices) | ||
+ | |||
and transform all your faces in triangle. | and transform all your faces in triangle. | ||
+ | |||
+ | |||
EXPORTING : | EXPORTING : | ||
+ | |||
You MUST select the meshes you want to export. | You MUST select the meshes you want to export. | ||
+ | |||
Only meshes are exported among the selected objects. | Only meshes are exported among the selected objects. | ||
+ | |||
+ | |||
The diffuse color of the mesh will be it's (first) material's color. | The diffuse color of the mesh will be it's (first) material's color. | ||
+ | |||
The opacity of the mesh will be it's material's alpha. | The opacity of the mesh will be it's material's alpha. | ||
+ | |||
Double sided property of the mesh is exported (see F9). | Double sided property of the mesh is exported (see F9). | ||
+ | |||
If you want to use custom color in the texture, your mesh must be | If you want to use custom color in the texture, your mesh must be | ||
+ | |||
double sided. If you don't want custom color to be activated for the | double sided. If you don't want custom color to be activated for the | ||
+ | |||
mesh, add a new boolean property to it (F4) named customColor and with | mesh, add a new boolean property to it (F4) named customColor and with | ||
+ | |||
the false value. Custom Color set if the alpha of the texture is | the false value. Custom Color set if the alpha of the texture is | ||
+ | |||
replaced for the color of the player. | replaced for the color of the player. | ||
+ | |||
+ | |||
TEXTURING : | TEXTURING : | ||
+ | |||
To use a texture for the mesh, you must add a texture at the FIRST | To use a texture for the mesh, you must add a texture at the FIRST | ||
+ | |||
position to the mesh's material. The texture type must be 'image' | position to the mesh's material. The texture type must be 'image' | ||
+ | |||
and you should insert the real image. In fact, only the filename | and you should insert the real image. In fact, only the filename | ||
+ | |||
of the image is used. After having mapped the image on the | of the image is used. After having mapped the image on the | ||
+ | |||
mesh with UV Face selection, you don't need anymore to "stick" | mesh with UV Face selection, you don't need anymore to "stick" | ||
+ | |||
the coordinates to the vertices. | the coordinates to the vertices. | ||
+ | |||
Your texture's format must be TGA, without compression and with the origin | Your texture's format must be TGA, without compression and with the origin | ||
+ | |||
at the bottom left position. The side of the image must be a multiple | at the bottom left position. The side of the image must be a multiple | ||
+ | |||
of 2. In practice, you must use only one image for all your meshes. | of 2. In practice, you must use only one image for all your meshes. | ||
+ | |||
+ | |||
ANIMATING : | ANIMATING : | ||
− | + | ||
− | + | You can export all animations made with blenders armature system. | |
− | + | ||
− | + | You have to set the start frame and the end frame in the 'timeline'-window | |
− | You | + | |
− | + | to define the animation which will be exported. | |
− | + | If you animate without using the armatures it will not work!! | |
− | If | + | |
− | |||
LINKS : | LINKS : | ||
− | + | Animating with armatures | |
− | http:// | + | http://www.blender.org/documentation/htmlI/x1829.html |
+ | |||
Map an image on your mesh with UV Face selection : | Map an image on your mesh with UV Face selection : | ||
+ | |||
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics | http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics | ||
+ | |||
http://download.blender.org/documentation/htmlI/ch11s05.html | http://download.blender.org/documentation/htmlI/ch11s05.html | ||
+ | |||
+ | |||
CONVERT TO .G3D | CONVERT TO .G3D | ||
+ | |||
Use the xml2g program of the glexemel tool at | Use the xml2g program of the glexemel tool at | ||
+ | |||
http://www.glest.org/files/contrib/tools/ | http://www.glest.org/files/contrib/tools/ | ||
+ | |||
Syntax : ./xml2g ExportedFile.xml DesiredFile.g3d | Syntax : ./xml2g ExportedFile.xml DesiredFile.g3d | ||
+ | |||
+ | |||
WARNING : The current version of this program don't seems to work... | WARNING : The current version of this program don't seems to work... | ||
+ | |||
You'll have to add the lines (if they aren't there) : | You'll have to add the lines (if they aren't there) : | ||
+ | |||
#pragma pack(push, 1) | #pragma pack(push, 1) | ||
+ | |||
near of the beginning of the file "g3dv4.h" of glexemel and | near of the beginning of the file "g3dv4.h" of glexemel and | ||
+ | |||
#pragma pack(pop) | #pragma pack(pop) | ||
+ | |||
before the #endif | before the #endif | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ChangeLog : | ||
+ | |||
+ | 0.1.4 : by weedkiller and Titus Tscharntke ( www.titusgames.de ) | ||
+ | |||
+ | New implementation of the animation export ( including some usage changes!!! ) | ||
+ | Exporting animations is now possible with newer Blender versions ( tested with 2.43 ) | ||
+ | |||
+ | |||
+ | 0.1.3 : by Titus Tscharntke ( www.titusgames.de ) | ||
+ | |||
+ | Fixed a bug with getProperty() in blender 2.43 | ||
+ | |||
+ | |||
+ | |||
+ | 0.1.2 : | ||
+ | |||
+ | Correcting an execution bug | ||
+ | |||
+ | Adding the "frameCount" property for each object | ||
+ | |||
+ | Using only the triangle faces for the index count | ||
+ | |||
+ | (problems of linking between index and vertex may occur) | ||
+ | |||
+ | Adding the summary display in the python console | ||
+ | |||
+ | Adding a better documentation | ||
+ | |||
+ | 0.1.1b : | ||
+ | |||
+ | Adding a vertex duplication method to correct the vertex UV problem. | ||
+ | |||
+ | Correcting NMVert.uvco misuse | ||
+ | |||
+ | # |
Revision as of 22:03, 29 May 2007
back to Modelling with Blender
The Blender xml-Exportscript
The exportscript is needed to export the model to an g3d-xml-reprensentation. This export can be converted to .g3d using the converter.
newest version: download at www.titusgames.de
older official version (doesn't work for blender 2.43): download at glest.eurion.net
Attention!!:
the current version is Ver: 0.1.4 (May 2 2007) the download at glest.org is the old one!! Dont't use this old version from www.glest.org !!
From the export file header:
INSTALLATION :
Copy this Script into your .blender\scripts directory
In Blender, open a Script Window and in the menu choose "Update Menus"
Export with File->Export->G3D XML Exporter
PREPARE THE MODEL :
Each of your meshes' faces must be a triangle (3 vertex)
In Edit mode, you can press Space, edit>faces>Convert to Triangles
Create and place all your meshes before texturing or animating.
The X axe is the floor and the Y axe is the elevation. The center
of the Blender's 3D space will be the center of you object, at the
ground level. Before exporting your model, apply the transformations
to each of your mesh (In the 3D space window's menu :
Object->Clear/Apply->Apply ... )
This will place the center of your mesh (the yellow or pink dot)
at the center of the Blender 3D space.
!!!!!!!!!!!!!! !!!new in 0.1.4: !!! If you have a non animating model, you have to set the start frame and the end frame to '1' in blenders 'timeline'-window. Otherwise a non animating animation will be exported, containing a lot of frames and your model gets really big. !!!!!!!!!!!!!!
Before doing any texturing or animation, try to export your model and
check your python console (the terminal which opens Blender) to see
if there is a warning about the number of used faces in the summary.
If there is, try to delete "false" faces (which use only 2 vertices)
and transform all your faces in triangle.
EXPORTING :
You MUST select the meshes you want to export.
Only meshes are exported among the selected objects.
The diffuse color of the mesh will be it's (first) material's color.
The opacity of the mesh will be it's material's alpha.
Double sided property of the mesh is exported (see F9).
If you want to use custom color in the texture, your mesh must be
double sided. If you don't want custom color to be activated for the
mesh, add a new boolean property to it (F4) named customColor and with
the false value. Custom Color set if the alpha of the texture is
replaced for the color of the player.
TEXTURING :
To use a texture for the mesh, you must add a texture at the FIRST
position to the mesh's material. The texture type must be 'image'
and you should insert the real image. In fact, only the filename
of the image is used. After having mapped the image on the
mesh with UV Face selection, you don't need anymore to "stick"
the coordinates to the vertices.
Your texture's format must be TGA, without compression and with the origin
at the bottom left position. The side of the image must be a multiple
of 2. In practice, you must use only one image for all your meshes.
ANIMATING :
You can export all animations made with blenders armature system.
You have to set the start frame and the end frame in the 'timeline'-window
to define the animation which will be exported. If you animate without using the armatures it will not work!!
LINKS : Animating with armatures http://www.blender.org/documentation/htmlI/x1829.html
Map an image on your mesh with UV Face selection :
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics
http://download.blender.org/documentation/htmlI/ch11s05.html
CONVERT TO .G3D
Use the xml2g program of the glexemel tool at
http://www.glest.org/files/contrib/tools/
Syntax : ./xml2g ExportedFile.xml DesiredFile.g3d
WARNING : The current version of this program don't seems to work...
You'll have to add the lines (if they aren't there) :
#pragma pack(push, 1)
near of the beginning of the file "g3dv4.h" of glexemel and
#pragma pack(pop)
before the #endif
ChangeLog :
0.1.4 : by weedkiller and Titus Tscharntke ( www.titusgames.de )
New implementation of the animation export ( including some usage changes!!! ) Exporting animations is now possible with newer Blender versions ( tested with 2.43 )
0.1.3 : by Titus Tscharntke ( www.titusgames.de )
Fixed a bug with getProperty() in blender 2.43
0.1.2 :
Correcting an execution bug
Adding the "frameCount" property for each object
Using only the triangle faces for the index count
(problems of linking between index and vertex may occur)
Adding the summary display in the python console
Adding a better documentation
0.1.1b :
Adding a vertex duplication method to correct the vertex UV problem.
Correcting NMVert.uvco misuse