Changes between Version 27 and Version 28 of ArtDesignDocument


Ignore:
Timestamp:
Nov 18, 2011, 12:27:16 AM (12 years ago)
Author:
Pureon
Comment:

Added updated Blender collada export info

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  • ArtDesignDocument

    v27 v28  
    134134 * Prop points should be defined by creating an object (e.g. a Dummy helper in 3ds Max) named `prop-whatever`, where the ''whatever'' is the name of the prop point. The file `data/tools/atlas/lists.xml` lists the standard prop attachment points. That object should then be attached to a bone.
    135135
     136----
    136137==== Blender ====
    137 '''Useful 0 A.D. Blender links'''[[BR]][[BR]]__[http://trac.wildfiregames.com/ticket/461 pmd2collada]__ - Converter by Matt Minton - Use to convert Pyrogenesis PMD format 3D models to the Blender compatible DAE Collada format. Currently only works with static models.[[BR]]__[http://www.wildfiregames.com/forum/index.php?s=&showtopic=13321&view=findpost&p=212192 Collada fixscript]__ - Python script that fixes Collada static models for use in Blender 2.5x[[BR]][[BR]][[BR]]'''Exporting Collada models to use in 0 A.D.'''[[BR]]The Collada import and export scripts had to be re-written for Blender 2.5, so exporting methods vary from Blender 2.4x to 2.5x. Generally following these rules will help the exported file open in 0AD:[[BR]][[BR]]1) Convert Quads to Triangles before exporting. Mesh > Faces > Convert Quads to Triangles[[BR]]2) Your mesh should be UV mapped. Mesh > UV Unwrap. Select "Use UV image mats" while exporting using Blender 1.4 exporter[[BR]]3) Delete all non-mesh objects. e.g. Armatures, Lamps and Cameras[[BR]][[BR]]'''Importing Collada DAE files from 0AD'''[[BR]]Using Blender 2.4x there are 2 Collada importer options, 1.3.1 and 1.4. I have had limited success with importing some 0AD Collada models using the 1.4 importer. Installing the latest version of Python has helped a few people: __[http://www.python.org/download/ http://www.python.org/download/]__[[BR]][[BR]]In Blender 2.5x there is one functioning importer. Unlike the importers for older Blender versions, it currently doesn't have any importing options, although it is being developed further. If the import fails, either try the Collada fixscript listed in the useful links above, or with static 0AD collada models do the following:[[BR]][[BR]]1) Open the DAE file in Notepad[[BR]]2) Find the line <diffuse>[[BR]]3) Delete the entire <diffuse> element. It will look something like this:
    138 
    139 {{{
    140             <diffuse>
    141               <texture texture="Map__123-image" texcoord="CHANNEL0">
    142                 <extra>
    143                   <technique profile="MAYA">
    144                     <wrapU sid="wrapU0">TRUE</wrapU>
    145                     <wrapV sid="wrapV0">TRUE</wrapV>
    146                     <blend_mode>ADD</blend_mode>
    147                   </technique>
    148                 </extra>
    149               </texture>
    150             </diffuse>
    151 }}}
    152 (Delete everything from <diffuse> to </diffuse>)[[BR]]4) Save the file (don't change the DAE format)[[BR]]5) In Blender 2.5x import the DAE file you've just saved using the importer - File > Import > COLLADA (.dae)
    153 
    154 More information on using Blender can be viewed [http://www.wildfiregames.com/forum/index.php?showtopic=14025 here]
    155 
     138Collada models exported using Blender 2.6+ are now mostly compatible with 0AD as long as a few simple rules are followed. If using earlier versions of Blender you may find exported collada files produce errors in-game, so we recommend Blender 2.6+ when creating models and animations for 0AD.
     139
     140[[BR]]'''Exporting Collada models to use in 0 A.D.'''
     141
     142After creating your model, select it in object mode and go to File > Export > COLLADA (.dae). Then click the 'Export COLLADA' button after giving the .dae file a name and selecting the export directory. That's it, hopefully a 0AD compatible model/animation file has been saved.[[BR]][[BR]][[BR]][[BR]]Generally following these rules will help the collada files open in 0AD:[[BR]][[BR]]1) '''You should only export 1 object per collada model.''' If your file has multiple objects, select only 1 for export and activate the 'Export only selected' option in the Collada Exporter options panel.[[BR]]2) '''Your mesh should be UV mapped'''. A simple unwrap can be done by selecting all faces in edit mode and going to Mesh > UV Unwrap... > Unwrap[[BR]]3) '''Your object should only have 1 material, otherwise the model will not import'''. Delete unnecessary materials using the Material tab while the object is selected in Object mode.
     143
     144'''Bug - choppy animations[[BR]]'''While most skeletal animations do work in 0AD, you may find rotation animations aren't imported smoothly into 0AD - this is easiest to see in wheel motion animations where the wheels don't turn as constant speeds. If this happens to you, please post on the forums and let us know.
     145
     146'''Useful 0 A.D. Blender links'''[[BR]][[BR]]__[http://trac.wildfiregames.com/ticket/461 pmd2collada]__  - Converter by Matt Minton - Use to convert Pyrogenesis PMD format 3D  models to the Blender compatible DAE Collada format. Currently only  works with static models.[[BR]]__[http://www.wildfiregames.com/forum/index.php?s=&showtopic=13321&view=findpost&p=212192 Collada fixscript]__ - Python script that fixes Collada static models for use in Blender 2.5x
     147
     148[[BR]]
     149----
    156150==== 3ds Max ====
    157151 * Download and install !ColladaMax, from [http://wildfiregames.com/users/code/libraries/ColladaMax_302.exe our site] (version 3.02). Requires 3ds Max 9, 8, or 7 SP1.
     
    164158 * Actors can point to the `.dae` file as a mesh or animation, and the game will load them automatically. If there are problems while loading, the game's log file (`OpenLogsFolder.bat` -> `mainlog.html`) should say what was going on.
    165159
     160----
    166161==== Sketchup ====
    167162Note: This has only been used to export files from Sketchup and import them into Blender.  This should work for other programs.