Horde3D

Next-Generation Graphics Engine
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 Post subject: blender2.5+ horde
PostPosted: 15.01.2012, 12:05 
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Joined: 15.01.2012, 11:54
Posts: 7
Hi there,

i've updated the blender exporter for blender 2.63+

should now be feature complete with animation support
exporter and docu can be found here
http://hcm-lab.de/public/Horde3D/trunk/ ... der/2.63+/
http://hcm-lab.de/public/Horde3D/trunk/ ... render.zip

more information in post below or in readme


Last edited by dronn on 17.04.2013, 21:47, edited 3 times in total.

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 Post subject: Re: blender2.5+ horde
PostPosted: 15.01.2012, 12:26 
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Joined: 15.09.2010, 18:31
Posts: 53
dronn wrote:
im trying to get the blender exporter to work with blender 2.6 and have come across problems.

Blender exporter is probably outdated. You can try blender -> collada -> horde3d, which is preferred way i think.

dronn wrote:
*lighting is not working (maybe a problem with normals?) but inside/outside of the object are stored correct
*ther is a small dublicate of each exported object at ~(0, 0, 0)
*animation is not working (object deformed wild with sikinning but not moving)

Everything of that you mentioned is working properly for me when exporting via collada. The annoying thing is joint limit 75 which is easy to exceeding, and then you got broken animations.


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 Post subject: Re: blender2.5+ horde
PostPosted: 15.01.2012, 14:16 
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Joined: 15.01.2012, 11:54
Posts: 7
:-)
i'm trying to update the blender exporter ;-)
maybe i posted this in the wrong forum section?


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 Post subject: Re: blender2.5+ horde
PostPosted: 15.01.2012, 19:51 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Would be nice to have a working blender exporter again, so you're work is appreciated. But if the collada exporter of Blender 2.6 is now working correctly with animations and morph targets, I guess it would be easier to just use the collada exporter. It is (and will be) the official way of importing content to Horde3D.


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 Post subject: Re: blender2.5+ horde
PostPosted: 15.01.2012, 22:38 
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Joined: 15.01.2012, 11:54
Posts: 7
i will give collada a try..
nevertheless i'm happy about tipps.. especially concering the missing lighting
does it make sense that the lighting context is not processed if there is a problem with the mesh normal?

--edit--

it does ;-) solved the problem, normals were 0. (stupid error)
only animations and duplication left :-)


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 Post subject: Re: blender2.5+ horde
PostPosted: 14.10.2012, 20:24 
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Joined: 15.01.2012, 11:54
Posts: 7
update on exporter, now supports scenes, keeps nonblender objects and attatchments

http://hcm-lab.de/public/Horde3D/trunk/ ... render.zip

there still is a bug in joints export that keeps me from adding animations.


installation:
=============

simply install exporter (h3d_render.zip) via gui or

the h3d_render has to be placed addon subdirectory in users blender config directory eg ~/.blender in linux
~/.blender/2.63/scripts/addons/h3d_render
would be the final directory

the addon can be found in blenders user preferences in addon tab, render subcategory.

Horde3D can now be chosen as renderengine like blender internal, blender gameengine or cycles

in the renderpanel exporter settings can be found as well as options.

horde content path and binary path must be set

"all above" button will simply run current scene in horde





h3d_ contains a stripped down version of horde sourcecode, shadersample can be used as testapp

what does work?:
================

-static meshes
-scene
-linked groups
-duplications
-multi materials
-parenting

what doesnt?:
=============

-there is a distortion with joints i couldnt fix
-animations
-parenting to joints
-lights have not been added, but should be simple


Last edited by dronn on 17.04.2013, 21:48, edited 2 times in total.

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 Post subject: Re: blender2.5+ horde
PostPosted: 14.10.2012, 20:56 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Nice work,... joint animations were the things we always had trouble with, too. I wonder what's the current state of Blenders Collada exporter is, regarding joint animations.


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 Post subject: Re: blender2.5+ horde
PostPosted: 17.04.2013, 21:49 
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Joined: 15.01.2012, 11:54
Posts: 7
exporter should now be fully usable..
testing welcome


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 Post subject: Re: blender2.5+ horde
PostPosted: 17.04.2013, 22:40 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
That's great news


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