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BlenderToSprite3D
Ingo Ruhnke edited this page Mar 22, 2015
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This article needs an update.
Notes about blender models:
- You can install the exporter by placing it in your $HOME/.blender/scripts
directory. Best would be to create a symlink:
ln -s contrib/windstille_exporter.py $HOME/.blender/scripts
- 1 blender unit corresponds to 1 meter in game
(32 pixels if you use the default 800x600 game resolution)
- When looking at a character turned left from the side, coordinate axes are:
z -> up
y -> right
x -> front
(the exporter will convert these to windstille coordinates which are
x->right, y -> down, z -> back)
- Each blender object should use the same texture on all it's faces.
(you can have multiple objects per model of course)
- You should animate your models with armatures. The exporter will grab all
defined actions for the armature and export these. You are only allowed to
have 1 armature object in the scene at the moment
- Empty Objects whose names start with A: are exported as attachement points
- Take a look at the console output to see warnings and errors from the script
- You should specify additional attributes for the actions by creating a blender
textobject with name "actionconfig". You can then specify lines like this
(this example states that for action MyActionName frames 5 - 40 should be
exported every 8th frame should be exported and the animation should be
played back with speed 5.7 later. The speed and samplerate part are optional)
# Sampe actionconfig file
MyActionName 5 - 40
AnotherAction 1 - 30 speed 5.0
You can append additional options at the line. They are each optional but you
have to specify them in this order.
speed FLOAT_NUMBER the default fps speed the animation should be played
samplerate INT_NUMBER only sample every nth frame in blender
marker NAME INT_NUMBER remembers a named marker at a specific frame. These
markers will be used by the program for purposes
like finding out when you can safely change
animations. You can specify multiple markers.
- Windstille has some keys that make debugging animations alot easier:
Numpad 2,4,6,8 can be used to move the camera around
Numpad +,- zoom in and out.
Numpad 1,3 slow down and accelerate the game
So you can easily zoom in and watch your animation in slow motion with
these keys.
(- Only for information you don't have to care about this: UVs in blender are
u -> right
v -> up
UVs in windstille are
u -> right
v -> down
Rotations from windstille rotation compared with blender rotations:
ws.x = blend.y
ws.y = blend.z
ws.z = blend.x )