Blender export script

Started by CaptainJester, October 11, 2004, 03:22:33

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CaptainJester

I have written a basic export script for Blender to create an XML model for the LWJGL utility XMLLoader model loading program.  It will only work with the version that is in CVS.  Also, it is my first pass, so it is very rough and incomplete.  Consider it an alpha version.  You can get it at:
http://members.rogers.com/mark.bernard/
The problems of this world cannot possibly be solved by skeptics or cynics whose horizons are limited by the obvious realities.  We need men and women who can dream of things that never were. - John Fitzgerald Kennedy(35th US President)
8)

princec

Now what we need is a quick and dirty renderer!

Cas :)

CaptainJester

Quote from: "princec"Now what we need is a quick and dirty renderer!

Cas :)

Working on that too.  :D
The problems of this world cannot possibly be solved by skeptics or cynics whose horizons are limited by the obvious realities.  We need men and women who can dream of things that never were. - John Fitzgerald Kennedy(35th US President)
8)

jp

I think I have found some incompatibilities between the result of the blender export script and XMLLoader class. This makes exceptions being thrown when loading the xml file generated by the script.

But I don't know if the export script is still maintained. In case it is :

    - the material name attribute is blank.
    - the frame block is repeated twice (with same time attribute : time=0.0).
    - you get (vertex) colors instead of a skin (texture coords), even when UV has been built for the model in blender.
    - inside the frame block, there shouldn't be an intermediary <vertices> element, but directly the <vertex> elements.

Except for the skin thing, this can be corrrected manually in the xml, so it can not be considered a big deal  8).

I'd like to know if there will be other importers in org.lwjgl.model.loaders in the future. It would really be a great thing
:) .

LWJGL is already great in its current state. Thanks.

Chman

Quote from: "jp"I'd like to know if there will be other importers in org.lwjgl.model.loaders in the future. It would really be a great thing
:) .

I don't think so... LWJGL is an opengl binding, not a 3d engine... If you want models loaders (like 3ds, Obj etc) you should look into jMe or Xith3D :)

Chman

oNyx

Well, it's alright. Stuff like model loaders would end up in the util package. So there is no reason to distribute that classes if you don't need it.

From the license pov it should be also ok to trim the lib down (that is throwing out everything your game doesn't need).

Since every game comes with his own copy of the lib, it won't create problems.

So, having a buch of loaders is of course a good thing. Everyone who could need that won't have to reinvent the wheel and everyone who doesn't need it won't have to distribute it.