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Plan for Tim Gift

by Tim Gift · 11/24/2003 (11:05 am) · 15 comments

I've been playing with the 2.30 release of Blender the last few weeks and I must say Blender is a confusing product. I'm making some headway with it, but the learning curve is definitely steep, even with the new interface. Having Torque support in a multi-platform editor would be pretty nice though, so I've been working with James Urquhart on his python exporter. I worked last week on getting the animation and texture coordinates exporting correctly, and I'll probably spend a few more days this week wrapping up some remaining animation issues. Working on the exporter has been interesting, nothing like learning Blender, Python, Blender's Phython API, and James' exporter code all at the same time while trying to figure out why something isn't working :)

James has put a bit of work into the exporter and keeps flushing out the functionality. It should end up pretty complete, as well as including a good python support library for exporting DTS shapes. His releases include all my changes, use the link ubove to check out the latest version. James is also looking for feedback on this thread.

#1
11/24/2003 (11:29 am)
Great Stuff!

A quick Python gushing: I believe this exporter is James's first Python effort (or at least one of the first?)... A testament to how quickly someone can become productive with the language. Python is also pretty much as deep or shallow as you want to make it. Phenomenal really.

I am so happy! Thanks guys!!
#2
11/24/2003 (3:37 pm)
@Joshua: Heh, you should work for Python :P
It sure is a nice language, but there are others too. I've looked to James python code and made a couple of changes without knowing anything about python, so yes, it's not hard, but I still think it's got a wacky syntax... I'm too used to C/C++/C#
#3
11/24/2003 (6:39 pm)
Believe it or not, I am most excited about seeing artists utilize this... and not the language it's written in *Python* ;)

Again, James and Tim... this is fantastic!

-J
#4
11/25/2003 (2:12 pm)
Awesome, good on ya for lending a had Tim.
#5
11/26/2003 (4:16 am)
Thanks for all the help Tim (and everyone else mentioned in the readme) =)

Can't wait till theres more people using this...
And yes, this was my first major python bit of python work. =)

At the moment, the exporter can even export vehicles - And that is neat. :)
Not sure about player models though... Though it should be pretty possible once all the animations bugs have been ironed out. hehe
#6
11/27/2003 (11:53 am)
*chants* DSQ DSQ DSQ DSQ DSQ...

Need .dsq suport, its a must.
#7
11/27/2003 (12:32 pm)
Luke,

I added that in today, but i noticed a strange animation bug (not related to the dsq though) so i am putting off a release till i can see if tim knows whats wrong (me + bone animation = disaster) :)
#8
11/27/2003 (7:48 pm)
@James: We will include the gui too =)
#9
11/28/2003 (7:35 am)
hehe now thats a good idea :)
#10
11/28/2003 (10:55 am)
Great stuff!

I was half-seriously thinking about building an exporter for blender myself. Not that I know much of anything about blender or the exporter at this point. But it should be an interesting project.

Rock on with it guys!
#11
11/29/2003 (6:12 pm)
Damn, Im getting excited...

So you really managed to get .dsq exports?
Thats going to be a BIG help!

Whats the animation bug?
#12
11/30/2003 (2:51 am)
Luke,

I believe i sent you a version with the dsq support. (on your public email)
I have not managed to get a reply from Tim so i still don't know what the problem is :)

Animation bug is that for some odd reason things *may* rotate in the wrong direction.

As for the gui, i am not sure about whats going on with it atm :(
#13
11/30/2003 (2:59 am)
Got it, sent a reply.
#14
11/30/2003 (5:08 am)
Luke,

I have not recieved a reply as of yet =/
#15
11/30/2003 (11:34 am)
hmmm... i think i'l start using my other address once i remember what it is, this ones seems a bit rooted.