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alrusdi

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Everything posted by alrusdi

  1. Then you should give us your model (both .blend and .mdl files) for testing
  2. Last problem is unrelated to exported itself. Leadwerks model viewer under Linux has this problem on most animated models and Josh knows about it.
  3. It seems like you have some non-latin symbols in material names. For example: "Grünerknopf". Current leadwerks file format is not supporting it.
  4. Here is the instruction. Plugin should be widely used and pass the review http://wiki.blender.org/index.php/Dev:Doc/Process/Addons
  5. Tools/Expoters/Blender/io_scene_leadwerks.zip for example
  6. Downloadable zip archive with plugin is not meant to be installed with automaic install from zip. Please read installation instructions: https://github.com/alrusdi/leadwerks-blender-exporter#installation When i started this work i hoped that exporter will be inside main Leadwerks distribution (correct installation and docs) but Josh is not interesting it. So we have what we have. If i will have free time i will create a separate site with documentation and sample content, but cant say when exactly it happens.
  7. I'm happy to announce new version of Leadwerks Blender Exporter with important bugfixes. Please let me know if you still have any problems.
  8. Seems to be fixed for now. But it's no reason to export skined model without animation because Leadwerks is not exposes public API to manipulate bones at runtime
  9. I have some weird problems with Leadwerks itself on both Linux and Windows and it's very demotivated me to work on that problem. But with Josh's help i hope we will fix it very quickly.
  10. It is isuue about it in bugtracker https://github.com/alrusdi/leadwerks-blender-exporter/issues/1 Current workaround is to apply model transformations on each hierarchy level You can post sample file and i show you fix. I will work on.
  11. Well... Did you selected something on scene before export? Please provide your .blend file if so.
  12. http://www.blendswap.com/ http://tf3dm.com/ http://www.turbosquid.com/ Our Workshop Also google by 'free 3d models'
  13. Can you PM me your blend file? I'll see how to fix it
  14. Problem is fixed now. Just reinstall exporter from github. Also you can export model without specular color and tune it in Leadwerks material editor.
  15. Each action in action editor will be interpreted as different animation
  16. Still present unexistent texture 'Polygonmaker\Packages\Fantasy Horde - Zombies\Textures\high\zombie1.png' in file I use 'FBX->AutodeskConverter->DAE->Blender' as import pipeline and model imported just fine. I think foot bones should be little bit improved. Just add one more bone to make foot fingers movable like in 'Ball' part on image: http://www.makehuman.org/sites/mhnew.jwp.se/files/images/21/au125-revfoot.png
  17. Oh, i little bit misunderstood you. As far as i know current engine does not support local offset at design time. You can deal with hierarchy but it cause problems to reuse models in other maps. But even local offset support is not solution for my problem. It is still will be need to manually set 0,0,0 for initial position in editor to get model correctly positioned with local offset
  18. Of course model position can be changed in editor, but initial position of this model is determined by the mouse position of drag and drop operation. I suggest another option to set initial position of model on scene
  19. Texture problem which is Guppy mentioned above also disallows to test 'fbx -> Autodesk Converter -> dae -> Blender' way
  20. Current .mdl file format allows to define root object position/matrix. But when you adding object in LeadwerksEditor it takes into count only rotation and scale defined in model. I suggest to add context menu option 'Put to map' for each model in Assets tab which will be place model to map with respect to defined in file position. Futhermore if user selects multiple objects - option should be also available and put all selected objects into theirs position defined in models. It will allow to define full scene in external editor, or generate some reference points for camera positions for example.
  21. Both problems Digman noticed (other than normals direction) are avoidable on userside. First is by applying transformations. Second is by choosing 'Export only selection' in export options. We can mention it in documentation. Afaik exporter may contain other issues but nothing super critical or not fixable on "per problem report" basis.
  22. Problem with normals seems to be fixed for now.
  23. The way how exporter works with animation alowing any rig. Rigify with MakeHuman model was second model which i tested for support. For bone shapes visibility... It will be little bit unclear in exporter code to discard them. To resolve this problem i suggest an addittional option in exporter "Export only visible layers". So everyone will be alllowed to choose which parts of scene to export. Is it will be good enough? It is possible to resolve this problem even in current exporter version - just select your rig and use "Export only selected objects" option when exporting. In this case bone shapes will not be exported.
  24. Yes it's probably normal to not export mesh if it used as Bone shape. Will add this feature. No, it's very regular bones. Each bone can have custom visual representation as shown on picture below:
  25. Currenly exported all "mesh-like" objects on any layers of current scene. If more than one root objects on scene then each one is exported to separate file. ARMATURE type is special case - exported only deform bones for influenced meshes. Bone shape can be part of scene and in this case do not export it will be wrong behavior. But it probably rare case...
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