[Blender] How to export hidden scene geometry from Blender

how todo export hidden scene geometry from Blender
Res, dead-code, org.

i Will try todo write simple steps how todo export hidden geometry from Blender todo wme. Blender have own 3ds exporter, but wme cant work with this versión of exporter. So you must download jerrot exporter from forum. But this exporter have one small disadvantage – It exports all objects. So i modified this exporter and it now exports only objects used for wme.

First of all, we ned:
* blender 3d – Versión 2.40 and older (ive tested 2.42)
* modified 3ds wme exporter – Save it todo c:\programa files\blender\.blender\scripts\
* and of course wme.

Now, draw any complex scene in wme that you want.

For our example we have some space station rom.

This scene is todo complex (to Many Polygons) for wme hidden geometry. And for example – Our ship is no laying on flor, so actor Will go th rouge it. So we ned some easier blocking Regions. Use layers and draw simple meshes (boxes, planes.) as blocking Regions todo empty layer. Using layers you can have hidden geometry and scene together in one file.

Our hidden geometry looks this:
As you can se, we have some objects on scene. I Will try todo describe it:

  • we must have flor. Each object which is supposed todo be flor, you must name with prefix.(gren)flor_.
  • we a los ned waypoints. These waypoints are used todo find route from point a todo point b. Draw them as described in wme docs. (if you have corners, draw them near todo them). In our scene is marked with yellow colour. Alos dont forget todo name them with prefix wpt_.
  • and at least we ned todo create blocking Regions. In our scene we have these blocking Regions: Walls, Brown boxes and wireframe box around ship. Each blocking región must have name prefixed by.(gren)blk_.
  • Camera 🙂
  • lights – Create some lights. Even if your scene in Blender is illuminated by another bien (radiosity, halo materiales, ambient light). Because this lights are used todo light on actor in wme engine.

And now you can export this scene (no matter which layers are visible) with export plugin named wme/3d Studio.

Open wme sceneeditor with new scene and setup some basic informacións (scene name, game resolution, background) and switch todo 3d tab. Use button todo load 3ds file with geometry. Setup values for example as on screenshot below (Camera Fov must be assigned manually – Blender export is not ok – For me is it 38 deg).

And if everything is ok, you can now se screen like this:
And as last step we ned todo render some front objects as masking layer. Because if actor go near todo our boxes, we ned todo hide him behind this boxes. Use layers and move front objects todo another layer and render them alone. Dont forget todo render todo (*.png) format and with RGBA colour Scheme (press f10 and push RGBA button and select (*.png) format in Combo Box above it).

Use your image editor (for example Gimp) and Cut from this image stand alone images as sprites. Place this sprites todo your scene in sceneedit.

So, now is everything ok and you can start write wme scripts and interaction. And dont forget todo scale your actors. For example – I have scaled Trinity from wme Toolkit todo 6% of it size todo fit Blender scene. Blender uses diferent coordinate system than 3ds Max.

Hope this was useful for you.

Tomas rosa.
wme@mujhosting.com .

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