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i usually model in rhino, but it's not the best for realtime. my mascot...i'm going to see if i can get away without any subdivision (around 800 polys without ss) and bake in a very high poly mesh to normals
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finished uv mapping (using blender and hand cutting seams...here it is in xnormal with diffuse and normal mapping.) I have to get or create some eyes. add more suction cups under the tentacles (or maybe change xnormal settings so they are picked up) and add a gloss map before I head into ogre.
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it took alot of work to get this guy into ogre format...i had forgotten how esoteric it is to export from blender to ogre. eeesh.
there are some artefacts, maybe a misplaced vertice on one of the tentacles, but for a moving mesh figure I think it's good enough. i will add ik and better poses, to simulate the head growing and shrinking as the octopus propels itself with that siphon....i think you can keyframe bone sizes and achieve a 'morph' effect with blender, but i'll see...
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yes maybe you should add some faces on the tentacles, it's very low poly but the skin need some more vertices to look smooth
Yes I may try that. If the figure is moving around though it may not be as noticeable. I will see. I was thinking more of adding more edge loops for more bones in the tentacles...
One issue I found is that I van keyfrane bone size and the mesh deforms accurately in ogre meshy, but is distorted in os3d. However that us using the blender to ogre exporter+ ogremeshupgrader + ogrexml converter....alot can go wrong in that chain.
I will try the os3d drag and drop converter and see what happens.
Last edited by hebdemnobad (7-Jan-2015 03:10:51)
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arkeon i tried the drag and drop os3d scene converter....it doesn't import armatures and animations (an object named 'armature' appears in the scene tree after import, but without any bones or animations.
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.blend format. (blender 2.66)
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when you says the result is different in OS3D and Ogre meshy for ogre format
can you show me that difference ?
yes, here....
in os3d, the front part of the head gets resized and distorted (i want to distort the head, but not the part indicated here...)
the head is not distorted this way in ogre meshy (or the ogre mesh viewer)
here is the os3d scene, press b to start animation, release b to stop it:
http://ifam.net/openspace/mascot/
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the last blender format is not yet fully supported by Assimp project
what is the last supported version...i have around a dozen versions of blender on my computer (some do x, some do y, some do z....it's a mess but it's still great software, they just don't pay much attention to versioning issues, especially with exporters to ogre )only ogre 2.3x can import .mesh files, fwiw... but hey it doesn't cost $1000 USD or more).
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I know that they changed the objects data format in last version. someone change the assimp importer to manage it but don't know what features are supported or not.
Also don't know if skeletons were supported before.
(the link don't work for me, maybe you made a mistake during upload)
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http://ifam.net/openspace/mascot/
it works for me an i'm on a firewalled network on a long distance bus...the network here doesn't allow me to ftp upload an .os3d web page and depency files via os3d, so i exported as a local web project and uploaded the folder with dreamweaver.
oh computers! wheels and levers are so much simpler.
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i will try clearing some keyframes in blender...for some reason os3d is seeing a bone transform happen, whereas in blender and the 2 ogre viewers i mentioned, the transform is not changing.
hmmm. it is much better to use bones to distort the size of a parts of mesh than vertex animation...it takes up less space and is one less thing to get broken every time blender versions change.
i will post results later today...i have to get off the bus now, and can post some work on way back the 150km ride.
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http://ifam.net/openspace/mascot/
it works for me an i'm on a firewalled network on a long distance bus...the network here doesn't allow me to ftp upload an .os3d web page and depency files via os3d, so i exported as a local web project and uploaded the folder with dreamweaver.oh computers! wheels and levers are so much simpler.
you can't just upload a generated web page (for local only)
it don't use the same process to open it.
just upload using the export in a web page (ftp)
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to generate content for online version without uploading just uncheck the "upload to server" option
I'll try that thx.
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i have access to a less fussy network...here arkeon try this link: http://www.ifam.net/openspace/mediaocto … index.html
i will post a .zip of the .mesh and dependencies
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ok it works
but yes the result is strange ^^
no idea why for now
the s03 engine is somehow distorting the scale and/or size of a bone that I did not alter (I made sure of this by clearing the tranformation for all of the bones in the head except for the last one, to make the head inflate and deflate..
fwiw here is the .mesh and dependencies (there is no copyright on it, it's all home made)
the paths in the .material file are set to Openspace3D/mascot, so unzip into the root folder if you are so inclined.
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