SpiderPig Posted November 24, 2011 Share Posted November 24, 2011 Not exactly a feature for Leadwerks, but sort of - It would be nice for the UU3D .gmf exporter to export object groups so that they can be found by the GetChild() commands. At the moment it just exports as one object... What would be even better - a .gmf import / export for Blender! Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 24, 2011 Share Posted November 24, 2011 That feature was asked for already to Brad Bolthouse of UU3D. Brad implied that it would require him to rewrite uu3d along with the gmf exporter... something he was not keen on doing. You can get mesh hierarchy in UU3D if you export as b3d then use the b3d2gmf converter, but it will suffer from setting all of the submeshes' origins to 0,0,0. Suggest you try the AutoDesk fbx converter as shown in wayneg's blog if you wish to keep mesh hierarchy: http://www.leadwerks.com/werkspace/blog/36/entry-725-the-art-pipeline-google-sketchup-the-fbx-converter/ Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
SpiderPig Posted November 24, 2011 Author Share Posted November 24, 2011 Thanks macklebee! Quote Link to comment Share on other sites More sharing options...
Roland Posted November 24, 2011 Share Posted November 24, 2011 A bit off topic I guess, but what's wrong with fbx2gmf.exe ? Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
SpiderPig Posted November 24, 2011 Author Share Posted November 24, 2011 To be honest I've never tried the fbx2gmf converter. But seeing as there was all ready a UU3D exporter I thought I'd ask if it could be improved. Quote Link to comment Share on other sites More sharing options...
Roland Posted November 24, 2011 Share Posted November 24, 2011 I have used fgx2gmf on all kinds of models (even animated characters) without any problems. Rember though to scale down things first by a factor 100. I have UU3D Pro also but I find it more easy to just drag and drop my fbx to fbx2gmf and its done. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
macklebee Posted November 25, 2011 Share Posted November 25, 2011 A bit off topic I guess, but what's wrong with fbx2gmf.exe ? thats great for people who have a modeling application that actually exports to fbx... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Roland Posted November 25, 2011 Share Posted November 25, 2011 thats great for people who have a modeling application that actually exports to fbx... Yeah ... of course. I didn't even think about that. Haven't tried obj2gfm as didn't have to. Maybe that one works for those who cant export to fbx. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
macklebee Posted November 25, 2011 Share Posted November 25, 2011 Yeah ... of course. I didn't even think about that. Haven't tried obj2gfm as didn't have to. Maybe that one works for those who cant export to fbx. nada... that won't work either... and after trying the autodesk fbx converter it appears to do the same thing by setting all meshes' origins to 0,0,0 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
SpiderPig Posted November 26, 2011 Author Share Posted November 26, 2011 Hey guys, got a problem with the fbxtogmf.exe... I export a mesh as .fbx from blender which has several sub-meshes and it looks fine in the .gmf viewer - but looking down the list of meshes in the viewer and at the rotations for them, it has random numbers instead of just 0,0,0 like it shows in blender...any one had this problem before? Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 26, 2011 Share Posted November 26, 2011 Hey guys, got a problem with the fbxtogmf.exe... I export a mesh as .fbx from blender which has several sub-meshes and it looks fine in the .gmf viewer - but looking down the list of meshes in the viewer and at the rotations for them, it has random numbers instead of just 0,0,0 like it shows in blender...any one had this problem before? that is really what you want... its giving the true rotations and positions of the submeshes... now you could find those submeshes using FindChild() and perform operations on them like rotate and they should rotate around their own axis. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.