Blender models end up underground!
by Jon · in Artist Corner · 07/12/2004 (10:42 am) · 2 replies
Hullo to all,
When I export my blender models using Jame's exporter my model ends up in the terrain instead of on top. I think my problem is I need a boundary plane and I thought Milk Shape did this automaticaly so the new book that came out called Game Programming all in one can't help me. If this is so I was wondering if someone could point me in the direction of properly making a boundary plane(if this is what it's called) so I can finally test my model.
Also if I have to create a boundary plane does this go under the Detail node or a separate one so the exporter will know what its for?
Thanks for any help in advance!
When I export my blender models using Jame's exporter my model ends up in the terrain instead of on top. I think my problem is I need a boundary plane and I thought Milk Shape did this automaticaly so the new book that came out called Game Programming all in one can't help me. If this is so I was wondering if someone could point me in the direction of properly making a boundary plane(if this is what it's called) so I can finally test my model.
Also if I have to create a boundary plane does this go under the Detail node or a separate one so the exporter will know what its for?
Thanks for any help in advance!
About the author
#2
Thanks for your help again! I have been moving the meshes around and I'm finally having some success although sometimes (but not all the time like I used to) I still up in the ground. On the times it is above the ground I can finally test my models!
Thanks a lot for all your hard work!
07/13/2004 (9:07 am)
James,Thanks for your help again! I have been moving the meshes around and I'm finally having some success although sometimes (but not all the time like I used to) I still up in the ground. On the times it is above the ground I can finally test my models!
Thanks a lot for all your hard work!
Associate James Urquhart
Currently, the blender exporter calculates the mesh bounds via the vertexes of the individual mesh objects, and the shape bounds via the bounds of all the meshes together.
You can place an object called "Bounds" anywhere in the scene heirachy for use in ground frame animations - but it is currently not related to the bounds of your shape.
So, in the current version of the exporter, you can just resize / move your mesh('s) in order to alter the bounds.
I'm not exactly sure how the mission editor places objects though.... =/