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3 Dimensional Chat / Switching from blender, what should I use?

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Mucky Muck Ninja
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Posted: 25th Aug 2004 11:58
What program would be easiest to learn if I have been using blender for a long time and love its interface? I got tired of not being able to export textures or animation so I decided that I will have to use a different program for making game models. I tried anim8or and hated it because it had no hot keys. I tried a bit of JTEdit and I think it might be good(but no hot keys ) Then I tried wings3d and didn't like it.

Am I an Idiot...or is everyone else just really smart?
i am foonman305
walaber
22
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Location: Los Angeles, CA
Posted: 25th Aug 2004 15:42
have you tried the latest .x exporter? I've heard good things about it.

otherwise for hotkeys, Milkshape it pretty nice. with the F1-F10 keys + the mouse you can navigate most of the program.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Mucky Muck Ninja
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Posted: 25th Aug 2004 15:44 Edited at: 25th Aug 2004 16:04
Do you mean the one included in the new version of Blender? I couldn't get it to work. It would be AWESOME if i could use blender w/ DBPro.

When I export to DX 8, it says in DBPro: Could not load 3d object.

Am I an Idiot...or is everyone else just really smart?
i am foonman305
walaber
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Location: Los Angeles, CA
Posted: 25th Aug 2004 22:32
keep this thread going... there's a user here that knows about the exporter, he'll be around eventually

I think the .x exporter is in beta right now, but is being expanded to support animations, skeletons, etc.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Peter H
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Posted: 25th Aug 2004 23:07
i would like to know about this to because i've been looking into blender...

"We make the worst games in the universe."
Mucky Muck Ninja
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Posted: 26th Aug 2004 01:48
In blender 2.34 there is a new exporter called DX 8 exporter. It says that it allows one mesh and one armature. I followed all the directions to make it work but that didn't work.

Am I an Idiot...or is everyone else just really smart?
i am foonman305
Nazgul
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Posted: 26th Aug 2004 03:00
hey.

read here:

http://www.elysiun.com/forum/viewtopic.php?t=25846&start=30

But better if you read the previous 2 pages in that thread, too.

I explain there (I'm there Extrudeface) how to export from Blender.

Blender x exporter is a huge effort of certain user-coder, but you have to know it yet have some limits (yep, is a wip) :

- Root bone movement not allowed yet. So, you have to animate all "in place" . If teh character jumps, you want move the root bone (well, the character asa whole) but imagine how it'd be seen if you moved up and down fthe character. So, you will need to code the character moves to make the jumps, etc.

-You have to rename bones: usually most x engines do not support Bone.001 type of name, but bone001, for example.

-Same with materials.

-Both mesh and armature must have same origin location and rotation.

-Only one mesh and one armature allowed.
-Do not brake the mesh or leave parts unwelded.
-You need to select both armature and mesh, and hit ctrl A , I think is for have same rotation/loaction, too. Though you made this so also with N key, with each, Is needed. Indeed, I was testing it again, and after adding a material and some uv coords, it may be seen wrecked in the x viewers, apply a ctrl+a, and it works again.
-ik is not supported.No empties as ik solvers, etc. Maybe it is allowed but you needed to select all bones in every keyfram, and hit I, choose then LocRot (it keys location and rotation)
-export as directx8.


There could be something more in that thread more stuff is seen...
there in that thread there's an example *.blend, and x file, so u can see it's possible...tested with several x viewers, for example, the two I have of MS DX sdks...

I was a tester for that exporter for long time, till it got included recently in the blender 2.34 final version.

The exporter coder is in holidays, but he could come back more or less today...so, my advice...keep an eye on that thread, as I guess is the one in which the author is gonna post anything else new...

The exporter, provided it has for now some limits, can do exports of weighted animation, mainly the key here is you need to know in your db pro code how to translate the character out of the "glued" position, so to fake the jumps, crouchs, etc.

BTW, I wouldn't worry much, as Ben told me he perhaps may fix that too...Keep in mind is a work in proccess, a beta, so, things are most surely gonna get polished, I suppose now even more that is included in Blender "oficially".

Sorry if i miss some of these threads, it happens to me that I often miss stuff from one comunity to another...

http://www.freewebs.com/sysiphus/<--3d fight model there
Nazgul
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Posted: 26th Aug 2004 03:07
It would work better as it evolves...

http://www.freewebs.com/sysiphus/<--3d fight model there
Peter H
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Posted: 26th Aug 2004 03:24
thanks!

"We make the worst games in the universe."
walaber
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Location: Los Angeles, CA
Posted: 26th Aug 2004 13:28
ah, it's Nazgul, I knew he'd be around to answer

thanks!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Nazgul
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Posted: 26th Aug 2004 17:47


http://www.freewebs.com/sysiphus/<--3d fight model there

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