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#1 26-Dec-2014 21:13:38

hebdemnobad
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From: northamerica
Registered: 20-Apr-2011
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time for a mascot

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

mascot

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#2 27-Dec-2014 13:55:17

arkeon
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Re: time for a mascot

Nice !

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#3 1-Jan-2015 01:18:10

hebdemnobad
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Re: time for a mascot

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.

bump and diffuse

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#4 1-Jan-2015 01:33:46

iri
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Re: time for a mascot

smile Continue !

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#5 6-Jan-2015 21:08:01

hebdemnobad
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Re: time for a mascot

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...

http://ifam.net/openspace3d/mediaoctopus3d/mascot/web/

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#6 6-Jan-2015 23:20:15

arkeon
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Re: time for a mascot

you can also try to import the blender format directly in OS3D, it will convert it to Ogre.
also try fbx or collada

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#7 6-Jan-2015 23:22:33

arkeon
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Re: time for a mascot

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

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#8 6-Jan-2015 23:44:15

hebdemnobad
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Re: time for a mascot

arkeon wrote:

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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#9 7-Jan-2015 12:48:01

hebdemnobad
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Re: time for a mascot

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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#10 7-Jan-2015 13:17:31

arkeon
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Re: time for a mascot

with which format ?
fbx and collada should support skeletons.
but it depend a lot of the software used to build them

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#11 7-Jan-2015 13:18:34

arkeon
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Re: time for a mascot

when you says the result is different in OS3D and Ogre meshy for ogre format
can you show me that difference ?

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#12 7-Jan-2015 13:18:54

hebdemnobad
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Re: time for a mascot

.blend format. (blender 2.66)

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#13 7-Jan-2015 13:19:46

arkeon
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Re: time for a mascot

the last blender format is not yet fully supported by Assimp project hmm

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#14 7-Jan-2015 13:38:50

hebdemnobad
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Re: time for a mascot

arkeon wrote:

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...)headsizeos3d.png

the head is not distorted this way in ogre meshy (or the ogre mesh viewer)

headsizeissue.png


here is the os3d scene, press b to start animation, release b to stop it:
http://ifam.net/openspace/mascot/

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#15 7-Jan-2015 13:44:57

hebdemnobad
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Re: time for a mascot

arkeon wrote:

the last blender format is not yet fully supported by Assimp project hmm


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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#16 7-Jan-2015 13:50:16

arkeon
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Re: time for a mascot

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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#17 7-Jan-2015 13:54:19

hebdemnobad
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From: northamerica
Registered: 20-Apr-2011
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Re: time for a mascot

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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#18 7-Jan-2015 14:08:52

hebdemnobad
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Re: time for a mascot

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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#19 7-Jan-2015 15:35:32

arkeon
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Re: time for a mascot

hebdemnobad wrote:

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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#20 7-Jan-2015 15:43:16

arkeon
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From: Nantes
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Re: time for a mascot

to generate content for online version without uploading just uncheck the "upload to server" option

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#21 7-Jan-2015 16:27:48

hebdemnobad
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From: northamerica
Registered: 20-Apr-2011
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Re: time for a mascot

arkeon wrote:

to generate content for online version without uploading just uncheck the "upload to server" option


I'll try that thx.

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#22 7-Jan-2015 19:35:08

hebdemnobad
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From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
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Re: time for a mascot

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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#23 7-Jan-2015 19:37:54

arkeon
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From: Nantes
Registered: 30-Mar-2009
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Re: time for a mascot

ok it works

but yes the result is strange ^^
no idea why for now

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#24 7-Jan-2015 20:13:40

hebdemnobad
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From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
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Re: time for a mascot

arkeon wrote:

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.

http://ifam.net/mediaoctopus3d/mascot.zip

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#25 7-Jan-2015 20:36:09

arkeon
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From: Nantes
Registered: 30-Mar-2009
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Re: time for a mascot

just imported this file and all is ok for me...
it did it only when I use your XOS project.

I'll try to find out tomorrow

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