From: tzork Date: Mon, 8 Mar 2010 13:12:00 +0000 (+0000) Subject: (Commit created by redmine exporter script from page "Blender_to_dpm" version 1) X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=2b6db546d52b0baed30daac9a13530a0a4e72b5a;p=xonotic%2Fxonotic.wiki.git (Commit created by redmine exporter script from page "Blender_to_dpm" version 1) --- 2b6db546d52b0baed30daac9a13530a0a4e72b5a diff --git a/Blender_to_dpm.textile b/Blender_to_dpm.textile new file mode 100644 index 0000000..17ac580 --- /dev/null +++ b/Blender_to_dpm.textile @@ -0,0 +1,44 @@ +h1. Blender to dpm, 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) + + +h2. Blender workflow + +* 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. + + +h2. dpmodel workflow + +* dpmodel needs and a textfile telling it how to bake the mesh and animation/s into a dpm. This textfile will look something like: + +>
+# save the model as model.dpm
+model model
+# move the model this much before saving
+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 1
+# load the mesh file, this is stored into the dpm as frame 0
+scene model.smd
+# Each following (if any) smd's are animations
+scene model_action1.smd
+scene model_action2.smd
+
+ +* 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) + + +h2. Caves: + + * 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. + * 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.