-h1. Blender to dpm, mini tutorial
+h1. Blender to dpm, a mini tutorial
h2. Pre-required tools and reading
* Go here - http://developer.valvesoftware.com/wiki/Blender#Installation and download the export script.
* Rig / Animate as outlined here - http://developer.valvesoftware.com/wiki/Animation_in_Blender.
-* Only works with blender 248a -- 249b (2.5 is no go)
+* Only works with Blender 248a -- 249b (2.50 is a no go).
-h2. Blender workflow
+h2. Blender work flow
* Select your mesh and armature, export as smd. select Static Mesh. You only need to re-export this smd if the mesh or the rig change.
* Now export as Animation Sequence. Preferably you have one track (and smd file) per animation. name it so you know what it is (modelname_attack1.smd for example).
-* You could possibly use the "Animation Sequence ( ALL )" or "All..." options, but i havent tried so i cant say if it works.
+* You could possibly use the "Animation Sequence ( ALL )" or "All..." options, but I haven't tried so i cant say if it works.
-h2. dpmodel workflow
+h2. dpmodel work flow
-* dpmodel needs and a textfile telling it how to bake the mesh and animation/s into a dpm. This textfile will look something like:
+* dpmodel needs and a text file telling it how to bake the mesh and animation(s) into a dpm. This text file should look something like:
> <pre>
# save the model as model.dpm
origin 0 0 0
# rotate the model 90 degrees around vertical
rotate 90
-# scale the model by this amount, 0.5 would be half size and 2.0 would be doule size
+# scale the model by this amount, 0.5 would be half size and 2.0 would be double size
scale 1
# load the mesh file, this is stored into the dpm as frame 0
scene model.smd
scene model_action2.smd fps 30
</pre>
-* Place all smd's and the textfile in the same place, execute "dpmodel whateveryounamedthattextfile". If all goes well you should now have a working dpm (and .framegroups file if its animated)
+* Place all smd's and the text file in the same place, execute "dpmodel whatever_you_named_that_text_file". If all goes well you should now have a working dpm (and .framegroups file if its animated)
-h2. Caves:
+h2. Caveats:
- * Your mesh have to have a material assigned to it. The name of this material/s is what dp will look for to use as texture/shader on the model/mesh/es.
+ * Your mesh needs to have a material assigned to it. The name of the material is what dp will look for to use as texture/shader on the model/mesh/es.
* Blender exports what you got selected. make sure you have the relevant (and only the relevant) objects selected.
- * If export script fail with a encoding error, open it in a texeditor and remove the whole top comment block (lines starting with #). theres a illegal character in there according to pyton. i haven't bothered to check closer witch one it could be.
+ * If export script fail with a encoding error, open it in a text editor and remove the whole top comment block (lines starting with #). There's an illegal character in there according to pyton. I haven't bothered to check closer witch one it could be.