Making blender shapes solid
by Wol · in General Discussion · 06/24/2011 (12:14 pm) · 7 replies
Hi,
How do I make blender shapes solid? I made a shape, but in MBG, I can go right through it! I want to make my rocks shape be solid.
Please help! :)
How do I make blender shapes solid? I made a shape, but in MBG, I can go right through it! I want to make my rocks shape be solid.
Please help! :)
About the author
The creator of HandDrawn. I keep this account seperate from my studio account.
#2
Cool! I'm going to have to use this!
@George Halan:
If you're creating something simple like a "rock" per say. you can create your rock in blender and then simply export it to Torque3D's art/shape directory. Import it from the meshes tab and then in the property inspector (or just "inspector" make sure you select the object exported from blender) go to collision and change "colisionType" to bounds. This should stop the character or model from passing through your blender model. Hope this helps as well.
06/24/2011 (8:52 pm)
@ Alexander Krause: Cool! I'm going to have to use this!
@George Halan:
If you're creating something simple like a "rock" per say. you can create your rock in blender and then simply export it to Torque3D's art/shape directory. Import it from the meshes tab and then in the property inspector (or just "inspector" make sure you select the object exported from blender) go to collision and change "colisionType" to bounds. This should stop the character or model from passing through your blender model. Hope this helps as well.
#3
But then again if it's only about simple rocks then Ebonixs's suggestion is even better. Les work and time consuming.
@Ebonixs - This tutorial should also work with new 2.58 Blender since it's basically about the naming convention of those nodes.
06/24/2011 (9:08 pm)
That works as well. But if you wanna have it rolling and use any physics it's better to have a custom collision shape. Or for more complex models beyond rocks.But then again if it's only about simple rocks then Ebonixs's suggestion is even better. Les work and time consuming.
@Ebonixs - This tutorial should also work with new 2.58 Blender since it's basically about the naming convention of those nodes.
#4
Awesome! And again thanks for the heads up regarding the tutorial you've posted. QUESTION... Would you consider blender3D 2.5 as "procedural" as houdini? It this might be a stupid question but in my mind I have them operating as different modeling applications. (Houdini = CG Graphics | Blender3D = Movie, Modeling, and Game Engine)
If it can be as procedural as houdini then I've been sleeping... Again thanks for the tutorial
06/25/2011 (4:40 am)
@Alexander:Awesome! And again thanks for the heads up regarding the tutorial you've posted. QUESTION... Would you consider blender3D 2.5 as "procedural" as houdini? It this might be a stupid question but in my mind I have them operating as different modeling applications. (Houdini = CG Graphics | Blender3D = Movie, Modeling, and Game Engine)
If it can be as procedural as houdini then I've been sleeping... Again thanks for the tutorial
#5
Not in the form of using nodes everywhere but to have full control of any procedure in Blender.
For example, in the past you could create primitives or other preset-models in 3ds max style, meaning you adjust the models parameters hit enter and that's it. No way to go back and change the base parameters except for deleting 'n restart. Now it's possible to do that, making the whole process more procedural in 2.5.
In my personal opinion, Blender can do everything I need to make AAA quality and has even some advantages against Houdini. Like character animation, handling of motion capture data, etc.
Of course Houdini has big advantages against Blender like Physics, Rendering and the advanced procedural control. But these are qualities I might not need in game development.
06/25/2011 (7:54 am)
Well, Houdini is the "procedural" master and Blender was not so much. But that was one of the main targets in the 2.5 series.Not in the form of using nodes everywhere but to have full control of any procedure in Blender.
For example, in the past you could create primitives or other preset-models in 3ds max style, meaning you adjust the models parameters hit enter and that's it. No way to go back and change the base parameters except for deleting 'n restart. Now it's possible to do that, making the whole process more procedural in 2.5.
In my personal opinion, Blender can do everything I need to make AAA quality and has even some advantages against Houdini. Like character animation, handling of motion capture data, etc.
Of course Houdini has big advantages against Blender like Physics, Rendering and the advanced procedural control. But these are qualities I might not need in game development.
#6
06/25/2011 (9:01 am)
Thanks! Alex, I'm definately considering Blender over my houdini app. I can't keep up with the versio changes and the minimal support for Torque... Especially character riging, and animation export. Thanks again.
#7
Feel free to ask anything.
06/25/2011 (10:25 am)
If you need any help, there are many Blender user here. I wanna do some Tutorials in future, but since I had to restart my whole development, I have to catch up a bit.Feel free to ask anything.
Torque 3D Owner Alexander Krause
Coming soon...
Here is a complete Tutorial on how to do it.
What's MBG again?