Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision |
tools:blenderexportscripts [2021/03/18 09:34] – dragonlord | tools:blenderexportscripts [2021/03/18 18:11] – thanos |
---|
</WRAP> | </WRAP> |
| |
Blender3D is a really good and especially free-software application that is well suited to deliver the models and animations needed for the project. To work with Blender3D there will be some Python Scripts available in the Drag[en]gine Source Code package. | Blender3D is an excellent free-software application that is well suited to deliver models and animations needed for any game development project. Incorporating Blender3D authored resources is done via the Drag[en]gine Exporter. |
| |
The Drag[en]gine Exporter is a python script composed of multiple export modules. Some formats are XML formats which allows you to post process them before importing into the map editor or writing your own exporters. The following file formats can be exported. | |
| |
* Models in the *.demodel format. Exported are the model geometry, bone weighting informations, edge creasing, textures (materials), textue coordinates and LODs. Exported models are immediatly usable in the game engine. | The Drag[en]gine Exporter is a Python script composed of multiple export modules that produce the XML formats that are most suitable for the map editor. The choice of XML here means that you can post process any resources, before importing into the map editor or even write your own exporters for functionality not covered by the engine. |
* Animations in the *.deanim format. Exported are all Actions which are not flagged invisible. Each Action is exported as one move with the same name. For each bone the position, rotation and size is saved on a keyframe basis with unrestricted intervals. There is no need to align keyframes of all bones as you can place them wherever you want. The playtime is considered from frame 1 up to the last keyframe placed in the Action. A frame rate of 50 frames per second is assumed. Later versions of the script will allow you to alter this value. Exported animations are immediatly usable in the game engine. | |
* Rigs in the *.derig format. Exported is the bone structure with bone relationships. Space is left open for physical properties which Blender3D can not take care of. As this is an XML file you can alter and use it immediably. Exported rigs can be used directly in the game engine. | The following file formats can be exported: |
* Occlusion Meshes in the *.deoccmesh format. Similar to models but exports only model geometry and bone weighting. | |
* Navigation Spaces in the *.denavspace format. Similar to models but exports only model geometry. | * Models in the *.demodel format describe model geometry, bone weighting information, edge creasing, textures (materials), texture coordinates and [[gamedev:lod#blender3d_export_scripts|LODs]]. |
| * [[gamedev:deigde:editors:animator|Animations]] in the *.deanim format describe Actions which are not flagged invisible. Each Action is exported as one move with the same name. For each bone, the position, rotation and size are saved per keyframe. There is no need to align keyframes of all bones as the engine works such details out for you. The playtime is considered from frame 1 up to the last keyframe placed in the Action. A frame rate of 50 frames per second is assumed. Later versions of the script will allow you to alter this value. |
| * [[gamedev:deigde:editors:rig|Rigs]] in the [[formats:modules:derigxml:xml_rig_file_.rig.xml|*.derig]] format describe the bone structure and bone relationships including physical properties which Blender3D does not typically handle. |
| * [[gamedev:occmesh|Occlusion Meshes]] in the *.deoccmesh format describe similar information to .demodel but exports only model geometry and bone weighting. |
| * [[gamedev:navigation|Navigation Spaces]] in the *.denavspace format describe similar information to .demodel but exports only model geometry. |
| |
| Resources exported from Blender3D in these formats can be used immediatelyby the game engine. |
| |
====== Installation ====== | ====== Installation ====== |
| |
The addon scripts can be installed using the regular way in blender to [[https://docs.blender.org/manual/en/latest/editors/preferences/addons.html|install addons]]. Click the "Install" button and select the zip file itself. The file is located here (after installing IGDE): | The addon scripts can be installed using the typical Blender3D workflow for [[https://docs.blender.org/manual/en/latest/editors/preferences/addons.html|installing addons]]. |
| |
| Click the "Install" button and select the plugin zip file itself. After installing IGDE, the plugins zip file can be found at: |
* Linux: /usr/share/deigde/tools/blender-addon.zip | * Linux: /usr/share/deigde/tools/blender-addon.zip |
* Windows: C:\Program Files\DEIGDE\Share\tools\blender-addon.zip | * Windows: C:\Program Files\DEIGDE\Share\tools\blender-addon.zip |
| |
Various panels are added to views and properties. Look for tabs and panels named "Drag[en]gine". To export resources find the "Drag[en]gine Resources" sub menu in the File->Export menu. | Once the plugins are installed, various panels are added to Blender3D's views and properties with the title "Drag[en]gine". To export resources find the "Drag[en]gine Resources" sub menu in the File->Export menu. |
====== Example Blend Files ====== | ====== Example Blend Files ====== |
| |
Example blend files can be found in the [[https://github.com/LordOfDragons/deexamples|Drag[en]gine Example Projects]] repository for example in the [[https://github.com/LordOfDragons/deexamples/tree/master/exampleApp/data/develop|Example Application]]. | Example blend files can be found in the [[https://github.com/LordOfDragons/deexamples|Drag[en]gine Example Projects]] repository. For a more complete example, look in the [[https://github.com/LordOfDragons/deexamples/tree/master/exampleApp/data/develop|Example Application]]. |
| |