[Blender] Exporting models from Blender into wme

exporting models from Blender into wme
Res, dead-code, org.

exporting DirectX files from Blender for use with wintermute using the standard DirectX exporter takes a Little editing and special positioning but is posible. These are the methods i am currently using with Blender 2.46.

Lets start with a simple model and skeleton.

Exporting models from Blender into wme-exporting-models-from-blender-into-wme-1.jpgsimple model.

I put the start bone at the crossing of the axis. Then i add a pelvis bone in Edit Mode and parent it todo the start bone. The other Bones are all connected. The start bone is for positioning in wintermute. Notice a los that the character is backwards from the normal 1 (keypad) or front position. After i attached the model todo the skeleton i rotated it 180 Degrees in the top view. Both the Mesh and the skeleton must be selected when rotating or the rotations Will get of and cause the light todo reflect improperly in the game. At that point, y press Control + a keys and select apply rotation and scale todo object for both the Mesh and skeleton.

Now ill save the first action. Ive only saved one key frame which i Will use for the idle action. Naming the action isnt important here, except for your own purposes, since the DirectX exporter only exports the currently active action and gives it it own name which must be edited.


Animation.

Im ready todo export the model now. I export the model directly into my wintermute Project under actors. Currently i am overwriting the Trinity.x file. I have a los set.x files todo be opened with the scite editor. Export in object mode. The vértices must be applied todo the Bones before exporting.


Export.

Click on Anim, click on swap ZY.

Un-clik flipz, which is clicked on by default.

Click on exportall and export todo the wintermute Project.

Notice the speed switch. Unfortunately the speed Will be wrong and currently this switch is causing a crash for me. I solved it by adding a tickspersecond template in the.x file. (se next pic).


Xfile.

This code:
Template animtickspersecond {
9e415a43-7ba6-4a73-8743-b73d47e88476>
Dword animtickspersecond;
}.

Animtickspersecond {
120;
}.

Has ben added todo the x file in the top part, in the template section. The 120 number is the length of my (very Slow for Blender) Walk Cycle, which sems todo work out.

Now in scite, y click on search and search for the Word animationset. There Will only be one animation exported from the exporter and it the last bracket in the x file.


Xfile2

Because this is the first export. I Will rename animationset0 todo idle. I Will ned todo make the scale in actor3d much smaller than is currently in the Trinity actor file. 5 todo 15 Will be about the right range. I can then open the game and se my model in game. He Will roller skate around but should be facing the right direction. The velocities ned todo be adjusted for the proper walk and turn speed.

The next export i do, y make another.x file which i call generic.x. I export each additional animation into that file, not the Trinity.x file. After i do a search and rename the animaitonset todo walk or Whatever the animation Will be called in generic.x, y select everything from the Word animationset all the bien todo the end of the file, and copy it. Then i open the Trinity.x file, go todo the end of the file, and paste the next animation. I could a los name múltiple files walk.x, talk.x, so i remembered what they were and export all the animations at once for the copy/paste. Whichever action is currently in use Will be exported, so it a god idea todo have the action window open when doing an export. (end) .

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