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what's the best way to convert models from blender?

by Joker · in Technical Issues · 05/18/2010 (1:26 am) · 6 replies


I like modelling in blender, it's a great program.
Now I want to know: How do you get your models from blender into torque?

My options are at the moment using the dtsexporter for blender or MilkShape3d.
But before I start focusing one of them: What are your experiences with this methods/software and where are the limits? I'm open to new suggestions as well.

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  • #1
    05/18/2010 (5:56 am)
    Info and links on Blender export, DTS and COLLADA.
    linky

    Personally I use an older Blender (2.44) DTS exporter (0.964) (don't like the new Blender's way of doing animation) and occaissionally COLLADA 1.4 v0.3.149 - haven't tried animations with that though.

    "Mesh Truncation" probably happens in most exporters - so if you end up with too many verts you'll need to split your main mesh up into submeshes.

    ... and just for a laugh ... from Bryce's demo
    farm3.static.flickr.com/2514/4167368235_51b47a69ce_o.jpg
    #2
    05/18/2010 (8:16 am)
    I'm currently using Blender 2.49.2 to make my meshes and exporting them as .obj.
    I then import the .obj into Fragmotion to inspect it to do any minor tweaking, map/apply textures and if needed I combine meshes here as well. I also use Fragmotion to add a skeleton and animate the model. I then export as .ms3d so I can import into Milkshape to fix LOD levels and .dsq info during final export using Milkshapes .dts exporter.

    I certainly wish I was able to work with blender better, but I find may things it does are not intuitive enough for my taste.

    I myself have just started using this 'art pipeline' so I have not found any significant limitations as yet, I'm sure I will eventually though.

    For some reason it seems that I end up with alot of flipped faces in Blender (probably something I'm doing wrong). I use Fragmotion to flip those easier since I can find the 'face select' mode whereas in blender you have to select verts that form the face first... unless Steve knows of an easy way to select faces in Blender :D
    #3
    05/18/2010 (8:43 am)
    Quote:since I can find the 'face select' mode whereas in blender you have to select verts that form the face first
    I guess you want to flip normals.

    You can either select one or more faces in edit mode, press W and select "flip normals", or use ctrl + N (recalculate normals outside).
    #4
    05/18/2010 (9:11 am)
    @Stefan: I was comparing the process of selection itself. In blender I have to select the vertices that make up the face in order to select it, in Fragmotion I can directly select faces with one click while in 'face select' mode.

    I was hoping there was an easier way of selecting individual faces in Blender :)

    I have had inconsistent results using 'recalculate normals outside'. I imagine it's due to my own lack of skill with Blender that this is so. I am guessing that if I have a complicated mesh with a polygon missing (hole in the mesh) it will not correctly calculate this?

    #5
    05/18/2010 (1:27 pm)
    On topic:

    I've only used Blender for very simple shapes and DTS (DSQ) animations and the only issues I hade were the installation on a 64bit Windows 7 and a small bug/typo in the exporter.

    Sorry for being off topic.

    Aaron, try using the face select mode :)

    Maybe you want start a new thread for further Blender questions...
    #6
    05/18/2010 (2:55 pm)
    TY Stefan :) I knew I was doing it the hard way :) This will make it alot easier to work with.