Game Development Community

New to Blender. Help a guy out?

by Bryce · in Artist Corner · 01/25/2012 (2:46 pm) · 26 replies

Evenin', folks.

Starting working with Torque 3D has required me to adapt to a few things, one of which being to give up my familiarity with Constructor and start building with something Collada-friendly. I went with the free choice, Blender 2.6.1. I'm a bit cloudy as to how to properly set up with Blender to build for Torque, it seems like the GarageGames developers only care about 3DS Max at the moment.

So anyway, if someone can lay out the basics for me, I would be forever grateful:

1) Where are the options for exporting to Collada? Specifying animation properties (cyclic, start, end, etc.) and such.

2) Do I need any specific add-ons to work with Torque and Blender 2.6? For example, should I be using a different Collada exporter?

3) Am I using the right version of Blender? Or should I be using something older?

Cheers,
-Bryce
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#21
02/01/2012 (5:00 pm)
You just reference your dae file to the animation it contains and the frames the animation exists in. The export for blender does not have the option to divide out the animations yet. So you have to select which frames belong to which animations. Of course you could export each animation in its own dae and ref the relevant frames. Because the dae is an xml file there may be a way to extract just the animation and any supporting data it needs. I have not done it yet so I don't have a path for that yet. At some point I may create an animation tool in Python that will take dae files and allow you to extract what is needed into separate files. It would be just like referencing a dsq file, which you can do that too inside the shape editor. It will create entries in your shape file that correspond to the changes you make inside of T3D. It is really cool!
#22
02/03/2012 (11:11 am)
I'd also look up my Thread on the New Blender - Free PDF book.
It will help out alot for you to use the new version of Blender.

It's in this forum.

Hope this helps!
Mike
#23
02/03/2012 (11:13 am)
Oh, and check out my post in the Artist forum on DAZ free software!

I love to post free software in here cause you can never have to many FREE programs! It's a $800 software package for free thur Feb only!

Mike
#24
02/04/2012 (12:19 am)
Check the license on DAZ. Only certain models can be exported for use in games. It is pretty strict on this. They have loosened it up somewhat, but I get the feeling that if you use the models in a game you will be paying money.
#25
03/14/2012 (9:50 am)
Yea, I'v abanded all but Blender 2.62, I like New software, but finding info related to Torque and Blender is hard. Just about anyone using Blender use Unity Game Engine. :( Hope more Blender users throw in their 2 cents worth. lol

As for DAZ, well if you can't use it without paying big $$$ it's not worth it, with FREE alternatives, why Pay?
#26
03/15/2012 (9:53 am)
After great searching I found that when creating Blender models with animation sequences that after all is done you must make sure to bake in your textures then animations must be baked into your model, so make sure all is ready before baking the animations.
Also Name your animation something easy so when scripting your model when you call aanimation to play you make it easy on yourself if they are named something easy like
Walk, Run, Runback, Rstrath, Lstrath, Jump, Crouch, Dieforward, Diebackward.... ETC you name it, and remember you DON'T have to make
every animation knowen to man in your model just what you need for it function in life.

(Also good spelling maybe helpful, LOL)

Now when I figure out nodes, I think you make nodes by placing bones with a name like Mount1?

Thanks!
Mike
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