Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
Vous pouvez changer la langue de l'interface une fois inscrit - You can change the language once registered
You are not logged in.
Hi everybody,
Here the steps to install Ogre mesh exporter for Blender version 2.5x (this exporter is not officially supported by Ogre's team, but it seems that it's a lot better!).
First, you will have to download blender2ogre (this link is for v0.3.6 of the exporter, check if there's a new version ^^) , and extract the file "io_export_ogreDotScene.py" contained in this zip to Blender's addons directory (in my case it's "C:\Users\Jeff\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons").
Next, to activate the Ogre3D render preview in Blender, download the blender2ogre dependencies package, and extract the content of "OgreMeshy" directory to "C:\OgreMeshy". It must be this target directory, otherwise, it wont work!
Finally, download Ogre command line tools 1.8 (do not download Ogre's official ones, neither use those provided in the blender2ogre dependencies package, cause it's not the same version of Ogre!) from our website, and extract the content of this zip file to "C:\OgreCommandLineTools", same remark as above, if you install them on another directory target, the exporter will not work properly.
Pfwwww... simple, no?
To encourage you to try it, I made a little video tutorial, that mimic the blender 2.4x export video tutorial:
They are in "C:\Program Files\Scol Voyager\Partition_LockedApp\demos\tutorial" or "C:\Program Files(x86)\Scol Voyager\Partition_LockedApp\demos\tutorial" if you are using windows 64bit.
I did not have the time to check that today...
I'm sure i'm near a good solution...
Exporting an object with fur will not work, or you'll have to "draw" the "hairs" one by one, which will cause a huge number of polys even for a small object, that's certainly not what you want to do.
I'll keep you in touch.
Don't worry about the complexity, in the end, you'll just have to add a "Change material" plugIt on the object you want some fur on ![]()
For windows, I thinks that jpeg dependencies are in "dependencies" directory, no need to download, no?
Ok for setX, but, nowadays, who develops on xp (apart you ^^)? Aniway, that's good that you found a workaround, the other solution is to add manually the environment variables
Anyway, good to know that it works on xp too.
Hi,
You'll need a shader for that, I started to make one, but something is wrong in it, and got to go now.
I'll let you know i I succeed to do the effect...
Here what i have so far:
FurV.cg
struct typInput
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 uv0 : TEXCOORD0;
};
struct typOutput
{
float4 Position : POSITION;
float4 light : COLOR1;
float2 uv0 : TEXCOORD0;
};
typOutput main(typInput inData,
uniform float3 lightPosition,
uniform float furHeight,
uniform float furAmbient,
uniform float3x3 normalMatrix,
uniform float2x2 textureMatrix0,
uniform float4x4 modelViewMatrix,
uniform float4x4 modelViewProjMatrix,
uniform float multiPassNumber)
{
typOutput outData;
// Compute the size of fur for this pass iteration
furHeight = furHeight * (1.0 / multiPassNumber);
float3 normal = inData.Normal;
float3 vertex = inData.Position.xyz + normal * furHeight;
normal = normalize(mul(normalMatrix, normal));
float3 position = float3(mul(modelViewMatrix,float4(vertex, 1.0)));
float3 lightToVertex = normalize(lightPosition - position);
float diffuse = dot(lightToVertex, normal);
outData.light = furAmbient + diffuse;
outData.uv0 = mul(textureMatrix0, inData.uv0);
outData.Position = mul(modelViewProjMatrix, float4(vertex, 1.0));
return outData;
}FurF.cg:
struct typOut
{
float4 fragColor : COLOR;
};
struct typIn
{
float4 Position: POSITION;
float4 light : COLOR1;
float2 uv0 : TEXCOORD0;
};
typOut main(typIn inData,
uniform sampler2D noiseTexture,
uniform sampler2D colorTexture,
uniform float spacing,
uniform float transparency)
{
typOut outData;
float furValue = tex2D(noiseTexture, inData.uv0 * float2(spacing, spacing) ).x;
outData.fragColor = float4(float3(inData.light) * tex2D(colorTexture, inData.uv0).rgb, transparency * furValue);
return outData;
}Fur.program:
// CG simple Fur
vertex_program OpenSpace3D/fur_vs cg
{
source fur/FurV.cg
profiles vs_1_1 arbvp1
entry_point main
default_params
{
param_named_auto lightPosition light_position_object_space 0
param_named furHeight float 0.15
param_named furAmbient float 0.02
param_named normalMatrix inverse_transpose_view_matrix
param_named textureMatrix0 texture_matrix 1
param_named modelViewMatrix view_matrix
param_named modelViewProjMatrix viewproj_matrix //projection_matrix
//param_named_auto passNumber pass_number
param_named_auto multiPassNumber pass_iteration_number
}
}
fragment_program OpenSpace3D/fur_ps cg
{
source fur/FurF.cg
profiles ps_2_x arbfp1
entry_point main
default_params
{
param_named spacing float 0.0
param_named transparency float 0.3
}
}And finally, fur.material:
material OpenSpace3D/Growing_Fur
{
technique
{
pass base_coat
{
ambient 0.7 0.7 0.7
diffuse 0.5 0.8 0.5
specular 1.0 1.0 1.0 1.5
vertex_program_ref OpenSpace3D/fur_vs
{
}
fragment_program_ref OpenSpace3D/fur_ps
{
}
texture_unit
{
texture Fur/fur.tga
tex_coord_set 0
filtering trilinear
}
}
pass grow_fur
{
ambient 0.7 0.7 0.7
diffuse 0.8 1.0 0.8
specular 1.0 1.0 1.0 64
depth_write off
scene_blend src_alpha one
iteration 10
vertex_program_ref OpenSpace3D/fur_vs
{
}
fragment_program_ref OpenSpace3D/fur_ps
{
}
texture_unit
{
texture Fur/fur.tga
tex_coord_set 0
filtering trilinear
}
texture_unit
{
texture Fur/skin.jpg
tex_coord_set 0
filtering trilinear
}
}
}
}Shader code is adapted from the one I had found here (inspired from this article), the original zip contains the two textures.
If someone got time to fix it...
And as a side note, don't forget to create a new topic when talking about something else that your initial question ![]()
So, did you succeed to export your mesh, or did you still have size issues?
Me
, this morning, just before diner <edit>I mean lunch</edit> ![]()
I just upload a video on OpenSpace3D's youtube channel, explaining how to export a single mesh from blender, it's simpler and more suitable than writing how to do step by step
:
What are the "size" params of your object in the transform propety dialog (DimX/DimY/DimZ)?
This is due to the way you edit your object:
You have sized the object while you where not in "edit mode" (edit mode is when you can move the vertex, "tab" key to switch between edit mode and object mode).
It's wrong to size an object, allways size the vertices instead; it's a good habit to allways scale/rot/move in edit mode (selecting all vertices with "A" key) instead doing those action in object mode.
To verify that your object is scaled, show the "transform property" dialog ("N" key), you will see that the "scaleX/scaleY/scaleZ" properties are not to the "1" value.
It must allways be "1" before exporting.
So, there is a way to reset the scale: in object mode, select your mesh, and go to the object menu, then clear/apply, and then "Apply scale/rotation to object data" (ctrl A 1). For 3DSMax users, it's the same thing that "Reset XForm".
You will notice that the scale parameters are now to "1".
Let me know if it solves the issue.
Yep, Python 2.6 to be more precise.
In fact, whenever you wish to use a Blender plugin, you'll need Python, so, installing it at the same time than Blender is a good habit.
Nice, congrats ^^.
Camera quality is indeed a requirement to have good tracking.
Hi, and welcome onboard ![]()
I did not work directly on this part, but there is two factors that may produce this issue:
1) your 3d window ratio (width/height) is not the same as the one produced by your camera.
2) a matrix projection issue due to the focal lenght of your webcam. I eard Arkeon and Tenshikris talk about a "camera configuration file" in which they have setted the focal lenght (or maybe this file was for Kinect AR only, not sure about that), they will know better than me...
Of course, I know, cause there's no way to get a depth texture for the shader. What I mean was it's a nice usage of such basic feature
.
Salut,
Non, cela ne vient pas de ton PC, c'est que le shader est un shader HLSL, donc DirectX.
Mais Tenshikris l'a passé en CG, donc il est désormais compatible DirectX & OpenGL.
Si tu est impatient (!), tu peux récupérer la nouvelle version du shader sur le serveur de développement svn.
Sinon, patientes quelques jours, la nouvelle release ne devrait pas tarder, Arkeon est en train de finaliser 2/3 fonctionnalités (si c'est urgent et que tu n'arrives pas à accéder au svn, dis-le moi, je te ferais un zip avec le nouveau shader).
mon antialiasing ne marche pas en directx
Oui, un gros bug que l'on a laissé filé lors du passage à Ogre 1.8
, et dont on s'est aperçu 3 jours après la dernière release, mais pareil, c'est corrigé et ce sera fonctionnel dans la prochaine version(le bug ne s'applique effectivement qu'a l'anti-aliasing directx)...
Salut,
La version qu'il faut choisir, c'est la 1.8, pour les options je crois que celles présentent par default sont OK.
Nice, I like the depth attenuation effect ![]()
Etant donné que je n'ai jamais vu aucune référence à la version "Pro", je 'suppose' que oui...
Attention, c'est pour apprendre la 3D mais il n'est pas utilisable pour openspace3d.
Ben si justement
:
Sketchup exporter for Ogre3D
Scol kernel now compile on Linux (in fact it's about one month it's done, see http://www.scolring.org/forum/viewtopic … 1098#p1098), using cmake.
Tested on Ubuntu only. I downgraded the cmake required version to 2.6, as the actual Ubuntu distribution only provide this version.
I'm working currently on a multi-platform "Scol.exe", should be ready in a couple of week I think (not much time to work on it...).
Au fait, personne ne t'as répondu à ce sujet, mais les démos (et les resources mesh et matériaux associés) sont dans
C:\ProgramFiles\Scol Voyager\Partition_LockedApp\demos
De plus, tu trouveras d'autres démos dans
C:\ProgramFiles\Scol Voyager\Partition_LockedApp\Examples
<edit>Oups, si Iri avait répondu ---> v me coucher, ça m'évitera d'écrire de co*****ies</edit>
<edit iri>Pas tant que ça, tu précises l'emplacement !</edit>
Hum, l'exporteur pour TrueScape est experimental (sur un serveur svn), et surtout pas du tout à jour: il ne gère que la version 5.x de ce logiciel, alors que l'on est déjà rendu à la 7.6 sur le site officiel...
Donc je te recommande plutot de commencer avec un soft très simple, édité par google, et se nommant SketchUp (gratuit dans sa version de base). C'est vraiment le logiciel idéal pour se familiariser avec la 3D.
Par contre, il est plutôt limité, oublie les modélisations "à la crysis", mais définitivement un passage recommandé si effectivement la modélisation 3D est nouvelle pour toi.
Après, tu pourras passer à un truc plus "pro" genre 3DSMax ou Blender, qui sont nettement plus complexe à utiliser. En esperant que le poste ne parte pas sur l'éternelle guerre pros-blender vs pros-3dsMax, je te recommenderais de te mettre à Blender après Sketchup, même si l'interface n'est de prime abord pas intuitive, on s'y fait vite, et pire, il est difficile de s'en passer une fois le pli prit!!! De plus, il est gratuit, et le web regorge de resources et de tutoriaux pour se former (je pense notamment aux tutoriaux sur le site officiel de Blender).
Mais ne voit pas trop gros, il vaut mieux avancer petit à petit, et j'insiste donc, mais Sketchup est le logiciel que tu dois essayer en premier pour modéliser ton premier objet 3d!
were you able to view them online without having to download the php file and dependencies
I just grabed the files to check them out
, I promise I'll not use them ^^ (they were zipped, but a 5 lines script solves the issue).
changed the file extension of the published page to .htm, and i/you/whoever can now view the content
Yep, It works for me.
what option should i be choosing when i publish/export my project via ftp if i want the player embedded in the web page itself?
In fact, you may have to insert the initialization javascript in your own page, and launch the app in a div using the correct command.
Check in "Partition_LockedApp\tools\os3dlib\res\web" to get the javascript code, and look at the div in this template file to see how to launch the app (you may compare the code of the template with the code generated by openspace at export).
i'm working on a proof of concept project (involving shared objects and divers being eaten by the creature
A "life simulation" like application?
Hi, and welcome.
Note that exported directory are "public" on the server, so, if you want to make them hidden, do not forget to change directories visibility.
Anyway, I would not like to find that kind of pet in my bathroom ^^
Maybe using a dummy, manipulating the dummy, and when instanciate is called, link the loaded object to the dummy.