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#101 3D » Blender 2.57 exporter » 1-Jun-2011 13:58:03

Nodrev
Replies: 16

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:

Flash required

#102 Re: Openspace3D » Missing OpenSpace3d Tutorial Files » 1-Jun-2011 09:41:42

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.

#103 Re: 3D » conversion from blender » 29-May-2011 23:39:13

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 big_smile

#104 Re: Scol » [TUTORIAL] Build the vm (v5) with cmake » 29-May-2011 23:35:15

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.

#105 Re: 3D » conversion from blender » 28-May-2011 21:52:16

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 smile

#106 Re: 3D » conversion from blender » 27-May-2011 15:39:07

So, did you succeed to export your mesh, or did you still have size issues?

#107 Re: 3D » conversion from blender » 27-May-2011 13:28:34

Me big_smile, this morning, just before diner <edit>I mean lunch</edit> tongue

#108 Re: 3D » conversion from blender » 27-May-2011 12:46:02

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 wink:

Flash required

#109 Re: 3D » conversion from blender » 27-May-2011 10:20:35

What are the "size" params of your object in the transform propety dialog (DimX/DimY/DimZ)?

#110 Re: 3D » conversion from blender » 27-May-2011 09:36:42

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.

#111 Re: 3D » Export depuis blender » 26-May-2011 10:27:40

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.

#112 Re: Openspace3D » Ar Piano not showing on the markers position. » 26-May-2011 01:49:17

Nice, congrats ^^.
Camera quality is indeed a requirement to have good tracking.

#113 Re: Openspace3D » Ar Piano not showing on the markers position. » 19-May-2011 17:43:46

Hi, and welcome onboard smile

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...

#114 Re: Openspace3D » mezozoic scene wip » 11-May-2011 22:53:26

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 big_smile.

#115 Re: Openspace3D » texture en OpenGl standalone » 9-May-2011 15:15:21

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).

eric007 wrote:

mon antialiasing ne marche pas en directx

Oui, un gros bug que l'on a laissé filé lors du passage à Ogre 1.8 neutral, 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)...

#116 Re: Openspace3D » Plus newby tu meurs ... » 8-May-2011 19:21:14

Salut,

La version qu'il faut choisir, c'est la 1.8, pour les options je crois que celles présentent par default sont OK.

#117 Re: Openspace3D » mezozoic scene wip » 8-May-2011 19:19:21

Nice, I like the depth attenuation effect smile

#118 Re: Openspace3D » Plus newby tu meurs ... » 4-May-2011 23:48:47

Etant donné que je n'ai jamais vu aucune référence à la version "Pro", je 'suppose' que oui...

#119 Re: Openspace3D » Plus newby tu meurs ... » 4-May-2011 23:42:19

Iri wrote:

Attention, c'est pour apprendre la 3D mais il n'est pas utilisable pour openspace3d.

Ben si justement tongue :
Sketchup exporter for Ogre3D

#120 Re: Scol » [TUTORIAL] Build the vm (v5) with cmake » 4-May-2011 23:28:47

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...).

#121 Re: Openspace3D » Plus newby tu meurs ... » 4-May-2011 23:18:51

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>

#122 Re: Openspace3D » Plus newby tu meurs ... » 4-May-2011 23:10:25

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!

#123 Re: Openspace3D » unable to view web published project » 22-Apr-2011 14:09:52

hebdemnobad wrote:

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 tongue, I promise I'll not use them ^^ (they were zipped, but a 5 lines script solves the issue).

hebdemnobad wrote:

changed the file extension of the published page to .htm, and i/you/whoever can now view the content

Yep, It works for me.

hebdemnobad wrote:

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).

hebdemnobad wrote:

i'm working on a proof of concept project (involving shared objects and divers being eaten by the creature

A "life simulation" like application?

#124 Re: Openspace3D » unable to view web published project » 21-Apr-2011 15:23:38

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 ^^

#125 Re: Openspace3D » activate object » 21-Apr-2011 14:54:10

Maybe using a dummy, manipulating the dummy, and when instanciate is called, link the loaded object to the dummy.

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