Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Changes between Initial Version and Version 1 of content/tools/BlenderExport


Ignore:
Timestamp:
Mar 21, 2007, 5:35:55 PM (17 years ago)
Author:
wenners
Comment:

Legend:

Unmodified
Added
Removed
Modified
  • content/tools/BlenderExport

    v1 v1  
     1= Blender Export howto =
     2
     3This page explains how to export 3D models for Orxonox.
     4
     5back to [wiki:GamePlay]
     6
     7== General ==
     8
     9Blender and Orxonox have different coordinate systems. The y-axis looks up in Orxonox (z-axis in Blender), so you have to rotate your model by 90° before exporting.
     10
     11== OBJ Files ==
     12 1. Delete all unused Materials
     13 1. Load the correct texture files for your meshes into blender (jpg or png)
     14 1. Select all objects you want to export. Don't forget the mountpoints of your spaceship!
     15 1. Export the the Blender scene as an Object file (File -> Export -> Wavefront (obj))
     16
     17Now you should have two new files: a *.obj and a *.mtl file. The OBJ file contains all you meshes and texture coordinates. The MTL file contains all material (texture) related data. These files can be edited with any good text editor. (BUT NOT with: notepad or wordpad)
     18
     19 * Wavefront OBJ File Format Summary: http://www.fileformat.info/format/wavefrontobj/
     20 * Alias/WaveFront Material File Format: http://www.fileformat.info/format/material/
     21
     22=== Problems ===
     23 * If your model is transparent in the engine (but shouldn't) you have to flatten you texture file in GIMP before exporting as png or jpg. That deletes the (unused) alpha channel. Image -> Flatten Image (or similar). German: Bild -> Bild zusammenfüegen
     24
     25== MD2 Files ==
     26
     27TO DO!