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Re: Early Blender 2.5 Builds [Re: ventilator] #273446
06/23/09 00:13
06/23/09 00:13
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
For the model , in Blender normal were calculated outside and all is looking ok : but imported in MED normals are inverted !
I revert normals in Blender and the mesh looks weird : i import in MED and the model looks Ok with normals all right !

Perhaps due to mirroring ?

For weights : i have A7 commercial only !
I think instead of using weight paint, i'll have to affect vertices to bones directly to be more precise !

Arrghhhh , why such lmimitation on bones , even for litlle casual games when you don't have some graphic features,
bones weight is important and would not be allowed to Pro
version only frown

Even Blitz Basic 3D in last version brought several vertices weight per bones !


Well : Exported to FBX from Blender and it works !
In Blender the normals have to be calculated outside : model looking ok !
When exporting in FBX format from Blender :
Under menu export armature animations :
- In optimize keyframe : precision : Put 1
- choose All actions
IN MED :
The models normals will be inverted : no matter !
-Choose latest FBX import
-DON'T check Bones
-Click on OK and her it goes smile

Under WED : load the model : the normals are now OK
after saving in MED to MDL, strange but it works so ...

I tried import in GED ,but the model was not visible ???


Last edited by ratchet; 06/23/09 00:14.
Re: Early Blender 2.5 Builds [Re: ratchet] #273452
06/23/09 00:42
06/23/09 00:42
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
if you work with mirroring it can happen that one side of the model has the normals inverted.

blender can draw the normals. did you try this? if they all point outside then the model should export correctly.

blender draws geometry double sided so drawing the normals is the best way to tell if something is wrong.



you can be precise with weight painting too. try to limit yourself to one bone per vertex at the problematic areas. it's always possible to fix such problems with some effort.

Re: Early Blender 2.5 Builds [Re: ventilator] #273453
06/23/09 00:51
06/23/09 00:51
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
it's always possible to fix such problems with some effort.
Well lwith effort you can do lot of things !
But tools are made to avoid too much effort , and gain lot fo time to go more fast on producing a game smile !

For Normals, i would like to see the arrow of normal and only on faces i selected : caus actually that's difficukt to see anything !
Perhaps a future 2.6 evolution to visualise only normals of selected faces and with an arrow ?

Well ... Anything perfect , even on Unity Engine the import of FBX model have some normals problem , but not the same ??

Re: Early Blender 2.5 Builds [Re: ratchet] #273454
06/23/09 00:54
06/23/09 00:54
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
some effort = minimal effort in this case. smile

it's much easier to fix this in blender than to switch to something limited like fragmotion.

Re: Early Blender 2.5 Builds [Re: ventilator] #273519
06/23/09 09:50
06/23/09 09:50
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
You are right Ventilator !

And in Blender for animation : IK Solver is so so so powerfull !
Good options it has , and allows you to animate very smoothly and quicly :
you only move the foot or hand and all other bones are rotated naturally grin

I can't get back ot old softawre laugh

Blender is POWERFULL, FREE : It is just GREAT !

I wait for Blender 2.5 , and perhaps i'll make a complete tutorial on making an animated character for A7 !

Last edited by ratchet; 06/23/09 09:53.
Re: Early Blender 2.5 Builds [Re: ratchet] #276139
07/03/09 13:53
07/03/09 13:53
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Yes, yes it is.
It's the new Coke.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Early Blender 2.5 Builds [Re: ventilator] #276224
07/03/09 21:13
07/03/09 21:13
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
Originally Posted By: ventilator


it's much easier to fix this in blender than to switch to something limited like fragmotion.


What are the main advantages of Blender over fragmotion as far as skinning and animation are concerned ?

I mean animation features which are of use also for game programming , not just for movies

Thamks

Re: Early Blender 2.5 Builds [Re: AlbertoT] #276229
07/03/09 21:44
07/03/09 21:44
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
most of blender's animation features can be useful for game models too. it's just more powerful in every regard. not only IK but lots of other constraints and rigging tools, driven keys, blend shapes, curve editor, action editor, NLA system,...

Re: Early Blender 2.5 Builds [Re: ventilator] #278637
07/14/09 21:45
07/14/09 21:45
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
some Blender sculpting options :
video sculpting

Re: Early Blender 2.5 Builds [Re: ratchet] #279042
07/16/09 13:30
07/16/09 13:30
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
A game where most 3D art part is made in Blender
http://etyekfilm.hu/makingofignite/

some shots smile
In game :



Makin of smile







Last edited by ratchet; 07/16/09 13:34.
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