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Offline nva225

Junior Member





« Posted 2005-09-21 05:34:50 »

Ok, I'll start off by saying I know little to nothing in the realm of using JOGL or LWJGL (even less in the latter), save going over a few basic tutorials that draw simple scenes. I think I've decided to go with Jogl, and after looking around for some method of loading up objects, I came to the conclusion I'd want to use Xith3D for that and some other features.

Anyway, at this time the only modeler I know how to use is Blender3D, and I have to say I really really like the interface. I know some people have said otherwise, but I've learned to use most of the hotkeys and can work with it relatively fast. Plus it helps there's a ton of documentation available, and some nice scripts to work with.

So, I guess the point is... has anyone succesfully gotten a Blender export to a useable state in a Xith3D game? Or if not Xith, maybe some other library set which I should consider using?

I've done searches and seen this problem arise several times, and usually the "solution" is to just use some other software. I'd rather not do this, but I guess I could if it's just too much work to set up a system for importing.

Any advice would be great.

Thanks.
Offline Grand Poeba

Junior Member





« Reply #1 - Posted 2005-09-21 10:09:15 »

can't u export with blender files of the ase type?
this is supported by xith
check loaders package to see which type is supported, otherwise try searching for third-party loader
Offline arne

Senior Member




money is the worst drug- we should not let it rule


« Reply #2 - Posted 2005-09-21 11:37:39 »

We've also got a loader for .obj and .3ds. But I think there are some incompabilities between the Blender3D obj exporter and the Xith3d obj importer - materials and stuff didn't work, but maybe I only did some things wrong.

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Offline nva225

Junior Member





« Reply #3 - Posted 2005-09-21 13:09:18 »

Yeah from what I heard there seemed to be some compatability issues with the Blender obj ---> Xith3D obj, but I'll probably give it a try anyway (if I can figure out how to set it up).

I haven't really thought about the ase type though, thanks for pointing that out. If that format reads fine then that would be great.
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #4 - Posted 2005-09-21 16:50:37 »

I feel obliged to answer to this forum thread, because of so many time passed to try to have tools that work with Xith3D.

Blender3D isn't made for games and isn't really useable for this will (yet Nekeme use it successfully for games like Slune or Balazar).

I mean, you can use Blender3D but it's really hard to load correctly your models. FYI, I succeded to load obj models exported by Blender in Wings3D, and then re-export then and then I can load them in Xith.

Wings3D is a low-polygon modeler that is enough for most static objects of most games.
Take a look at Misfit Model 3D, too.. it seems to be a cool MD2 modeler.

However, there's on my TODO list a cool item that says me to start doing a java open-source animation tool, supporting skeletal animations and some nice features, because that's really missing. But it's now for tomorrow. Smiley

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline nva225

Junior Member





« Reply #5 - Posted 2005-09-22 00:09:05 »

That Wings3D program sounds like a great idea. I'll definately be downloading that and using it, at least for static imports. Though I'd still like to learn how to do animations in the future, if anyone has any insight.

Blender has an absolutely great system for creating animations, but can this even be applied to Xith3D? Does it use a similar keyframe procedure, or is it something more "direct"? Mostly want to know if it's compatible in any way, because this will determine whether or not I bother trying to learn to use another 3D editor.

Anyway since I can't get to test this out right now, I might as well ask a few questions...
1. Does the export preserve my object center and face normals?
2. Is the texture "mode" saved? I.e. Cube method with x scale applied.
3. Do additional texture layers, like alphas and normal/bump maps, transfer properly? (not too likely I'd need these however)
4. Can I create lamps and light sources in this way?

Thanks for all the responses, and sorry for my noobishness. I'll try to learn as much about this as I can in my free time. Smiley I really appreciate the help.
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #6 - Posted 2005-09-22 12:39:37 »

Actually in Xith3D you can use transform trees to anim a model, but this don't permit you to apply deformations on your object. For this we would need a lib like Cal3D, and I'm actually wanting to know if it's a good idea : http://192.18.37.44/forums/index.php?topic=10922.0

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline Goliat

Junior Member





« Reply #7 - Posted 2005-09-22 16:40:17 »

i use blender3d to make models for xith3d ...
to export models i use the unreal exporter plugin/script for blender which exports ase files which then can be loaded in xith without problems

i'm not at home so i can't give you links ... but i believe it's linked on the blender page
Offline nva225

Junior Member





« Reply #8 - Posted 2005-09-23 01:31:20 »

Thanks for the suggestion. I google'd the unreal exporter and I believe I found what you were referring to. The site actually had two plugins listed, and I went ahead and downloaded both.

Although I wasn't able to figure out the one you're specifically referring to, the additional exporter seemed to work just fine; produced an ASE file with no errors or complaints. But if you have any ideas why I get INVALID under Textures and Quads, I'd like to know how to use both. Only tutorial available is in German.

Though, knowing this exists, I think I'll move onto learning to actually use Xith now Smiley.
Offline Goliat

Junior Member





« Reply #9 - Posted 2005-09-23 16:23:56 »

yeah
1  
Goliat.assimilationCount++;


if i remember correct the exporter supports just UV-mapped textures ( which are preferrable for game development in my eyes anyway )
would have a look ... but now i'm at home but my work pc is over at my girlfriends place Wink
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