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FPSC Classic Product Chat / Blender Modelling and Animation Inquiries

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Dillionaire
15
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Joined: 24th Dec 2010
Location: USA
Posted: 26th Dec 2011 22:56
Hi, guys.

Blender, the top free modelling program, has recently been updated to 2.61, and since I hadn't looked at Blender for awhile, I downloaded it to see what's new. I can assure you all that it has grown significantly, and resembles more robust, professional modelling and animation packages now, so I've decided to give it a shot.

That said, I was hoping that some of the more experienced Blender-users here on the forum could give me some insight on a few things.

First, if I were to model entities for use in FPSC x9, how would I setup proper dimensions for my models so that they don't appear infinitesimally small or large in the engine? I know segments are supposede to be 100x100x100 units large, but I'm not sure what units those are, or what units are used within Blender.

Second, as far as animation goes, can I use Blender for such a purpose. Say, for example, I wanted to make a moving ceiling fan or a weapon. Could I use Blender's animation system to rig and animate those models?

If I think of anything else, I'll post them here.

Thanks in advance!

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
Gamer X
18
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Joined: 1st Feb 2008
Location: Planet X
Posted: 27th Dec 2011 08:35
Quote: "First, if I were to model entities for use in FPSC x9, how would I setup proper dimensions for my models so that they don't appear infinitesimally small or large in the engine? I know segments are supposede to be 100x100x100 units large, but I'm not sure what units those are, or what units are used within Blender."


The units, although referred to as units, are actually inches in both fpsc and Blender. so 12 units will be 1 foot.

simple equation: 100 units = 8.3(repeating 3) feet = 254 cm = 100 inches

Quote: "Second, as far as animation goes, can I use Blender for such a purpose. Say, for example, I wanted to make a moving ceiling fan or a weapon. Could I use Blender's animation system to rig and animate those models?"


You can use Blender to animate objects, characters, and weapons. Blender allows you to have just meshes animated (ceiling fan) as well as make and animate bone rigs (weapons).

Dillionaire
15
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Joined: 24th Dec 2010
Location: USA
Posted: 27th Dec 2011 17:09
Thanks for the clarification, X.

So, how do I view the size, in units, of my model in Blender 2.61?

Also, what would be the optimal way to export my models, with UV maps, rigging, and animation for use in FPSC? I know I'll need to export to DirectX (.x), but I'm not sure what would be the best way to do that.

Lastly, in animation, would the keyframes be interpolated once exported, or do I need to do some hardcore frame-by-frame animation to achieve what I want?

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
Gamer X
18
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Joined: 1st Feb 2008
Location: Planet X
Posted: 28th Dec 2011 02:56 Edited at: 28th Dec 2011 02:57
Quote: "So, how do I view the size, in units, of my model in Blender 2.61?"


There should be a toolbar to the right in the 3D editor. If not, just press N to bring it up. In that toolbar you should see 2 sets of options, 1 named Scale and the other Dimensions. You will want to change the dimensions of an object not the scale. The Scale Should remain at 1 for XY and Z but for static models or non animated models it can be changed with the dimensions.

Quote: "Also, what would be the optimal way to export my models, with UV maps, rigging, and animation for use in FPSC? I know I'll need to export to DirectX (.x), but I'm not sure what would be the best way to do that."


1. make sure the model or models, have no material attached to it. Just go to the material tab in the far right in the properties toolbox there. (should be the fourth from the right). When there just simply select your model then select any material in the box there and hit the "-" next to it.

2. When using bone rigs, you need to keep scale (not dimensions) at 1 on XY and Z with both the model and the bone rig. A neat trick to get the model to scale. Once you get the model the right size Duplicated and change the Scale of it to 1 on XY and Z. Go into edit mode and select all then delete the selection. select your model then select the center point of the now empty model and hit ctrl+J to join the object with the blank object to keep your dimensions while your scale remains at 1 with XY and Z. Best to do this before rigging. That way you can just edit the bone rig to the right sized model and won't have any problems with it after export.

3. everything else should export just fine.

Quote: "Lastly, in animation, would the keyframes be interpolated once exported, or do I need to do some hardcore frame-by-frame animation to achieve what I want?"


When creating animations you should only have to do the following four points of sequences; beginning, middle, end and where it doesn't look good (ex. foot goes through floor). Blender tends to fill in the blanks in between keyframes. So no real points in actually doing Frame by frame by frame by frame... animation.

Dillionaire
15
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Joined: 24th Dec 2010
Location: USA
Posted: 28th Dec 2011 05:06
All good except for one question.

When I asked about exporting...I meant, how do I get .x files? Blender doesn't have a .x exporter, and the add ons I had in much older versions of Blender destroyed the model. So, I've heard some people export to .obj and import in Fragmotion or something else, and use that program to export to .x files that FPSC requires. So...what should I do?

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
Gamer X
18
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Joined: 1st Feb 2008
Location: Planet X
Posted: 28th Dec 2011 06:05
It has one you just have to activate it. Go to File - User Preferences. Click on Add-on and scroll about halfway down and click the box next to Import-Export: DirectX Model Format (.x)

Dillionaire
15
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Joined: 24th Dec 2010
Location: USA
Posted: 28th Dec 2011 06:33
Does it work well in FPSC?

Anyways, thank you so much for all your help. It will certainly come to benefit me in the future. You seem very well informed, and are very kind for helping an upstart such as myself.



My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
Gamer X
18
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Joined: 1st Feb 2008
Location: Planet X
Posted: 28th Dec 2011 16:51
Well considering that the script used to export .x files from blender was created by a member of the TGC forums and my 3 years of experience using Blender with an undetermined amount of it using the same exporter for 2.61 has but with 2.49 that I have used up to this point in time (2.49 less organized then 2.61, but that is why I love it ).

I will say yes and better than the alternative... I will not go into details with about the older version of the X exporter.

If you didn't catch what I was saying in the endless sentence then here is a summery.

1. I spent 3 years working in blender.
2. Little over a year ago Kira Vakaan (TGC forum member) made a update or should I say a better exporter for Blender for 2.49.
3. That same exporter was implemented into Blender 2.5X beta and has been carried on since.
4. I prefer to use 2.49, but I can understand 2.61 enough to know where they moved everything that I use.

If you are confused, then just so you know, I am too... somewhat... maybe a little.

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