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as can be imported into openspace3d of blender models "with textures"?
what method of importing models from the blender is better?
thanks in advance
Last edited by el_motoblock (31-Jan-2015 16:21:07)
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Yes, all right now!
Terms of successfull import:
-Scene .blend and texture files should be together in ".../Documents/OpenSpace3d"
- File - User Pref-s - File - Relative Paths [checkmark is removed]
- File - Save - Remap Relative [checkmark is removed]
Last edited by el_motoblock (1-Feb-2015 13:05:33)
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imbedded importer does not create "*.program; *.cg" files. Only diffuse texture can be exported.
material "blenderND_Material0"
{
technique blenderND_Material0_technique
{
pass blenderND_Material0_standard
{
cull_hardware none
cull_software none
ambient 0.00000000 0.00000000 0.00000000 1.00000000
diffuse 1.00000000 1.00000000 1.00000000 1.00000000
specular 1.00000000 1.00000000 1.00000000 1.00000000 66.00000000
emissive 0.00000000 0.00000000 0.00000000 1.00000000
texture_unit Diffuse_blenderND_Material01
{
texture assets/models/converted/blenderND/textures/0t.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
}
}
technique blenderND_Material0_fulldef_technique
{
scheme fulldef
pass blenderND_Material0_standard
{
cull_hardware none
cull_software none
ambient 0.00000000 0.00000000 0.00000000 1.00000000
diffuse 1.00000000 1.00000000 1.00000000 1.00000000
specular 1.00000000 1.00000000 1.00000000 1.00000000 66.00000000
emissive 0.00000000 0.00000000 0.00000000 1.00000000
texture_unit Diffuse_blenderND_Material01
{
texture assets/models/converted/blenderND/textures/0t.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
texture_unit Specular_blenderND_Material02
{
texture assets/models/converted/blenderND/textures/0t_SPEC.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
texture_unit Normal_blenderND_Material03
{
texture assets/models/converted/blenderND/textures/0t_NRM.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
}
}
}
all textures as diff in .blend, .obj, fbx, 3ds
in .dae notextured
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i use diffuse and normal maps for opengl display while modeling and animating in blender, then use blender2ogre, then i use the ogrecommandline tools for ogre 1.9 (arkeon are those on redmine? ogre3d still has 1.7.2 command line tools linked to their homepage, why, idk) to convert the .mesh and .skeleton to mesh.xml and skeleton.xml, the convert back to binary, using the .hlsl and .material that i posted the the wiki 3(?"!) years ago (the shader i use uses greyscale for specular and alpha, and it has a quirk or two)
http://www.ogre3d.org/tikiwiki/tiki-ind … e%20Shader
btw a great shader library is distributed by the realextend people...i tried to get their shaders to work in os3d a couple of years ago but didn't figure it out.
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