Game Development Community

Blender to Collada to T3D Does Work

by Steve Acaster · in Artist Corner · 10/01/2009 (6:20 pm) · 6 replies

Many thanks to Gary Hoffman for his tutorial on getting a Collada file from Blender and into T3D with all of the nodes working correctly.

And for those who think the Oops view is a bit of a mess (like me) here's how it looks in the Outliner.
farm4.static.flickr.com/3262/3972904908_781d062598_o.png

#1
10/20/2009 (9:24 pm)
Steve,

What about UV's in the Blender->Collada->T3D Pipeline?

I am in Blender 2.49 and can't seem to get it to come in to T3D with UV's.

I'm just trying it on a simple cube right now but no go yet.

Any thoughts?

#2
10/20/2009 (9:26 pm)
Do have at least a single material? Doesn't have to be set to anything, but it does have to be there so that the texture has somewhere to go in-game world.
#3
10/20/2009 (10:30 pm)
You've givin me an idea... but do you mean a material set in blender or T3D.. maybe a stupid question.

I am importing .dae into torque and it is coming in with a material named similiar to the bmp name i have in blender. I then try and go to material editor and its there.. just isnt matching the uv layout in blender.
#4
10/20/2009 (10:55 pm)
I meant Material in Blender. If you're getting the correct texture displaying in-game, then it's obviously coming through.

As for the UV layout, you need to check "Use UV Image" on the exporter.
#5
10/20/2009 (10:59 pm)
Alright.. May have figured out issue.

Blender Collada Exporter had an option "Use UV Image Mats" that I had turned on. Its tooltip states that when on it will use Blender's UV image instead of the materials textures...

I turned this back off and it worked fine. Cool.

I have downloaded a demo of Z-brush and was wanting to try and use it to test creating normal maps, bring back into blender via .Obj and then export to T3D..
Now I just have to wrestle Z-brush to get it to generate Torque friendly UV images..

#6
10/20/2009 (11:01 pm)
I must have been typing when you responded..
Seems my solution was backwards to your suggestion.

Unchecking the "Use UV Image Mats" seemed to work for me?