using blender
category: general [glöplog]
is it possible to export stuff from blender so that it can be used real-time?
just wondering if it could be possible to make a real-time version of the new grey park video.
just wondering if it could be possible to make a real-time version of the new grey park video.
i guess
I recon some SDK being available... I think...
There's some sort of built-in "game engine" in it. You do everything in blender, then export it and launch via game engine's player.
The other way is of course like with other DCC apps: export whatever stuff you need into whatever format you/tools/engine/player use. There are lots of exporters available, even for such things like Ogre3D engine etc. The Blender itself can be scripted in Python (so you can write exporter into your-own format if you wish), and of course full sourcecode for Blender is available as well (so you can write exporter in C/C++).
The other way is of course like with other DCC apps: export whatever stuff you need into whatever format you/tools/engine/player use. There are lots of exporters available, even for such things like Ogre3D engine etc. The Blender itself can be scripted in Python (so you can write exporter into your-own format if you wish), and of course full sourcecode for Blender is available as well (so you can write exporter in C/C++).
I know Nishin, the 3d graphician in medieval use blender for everything.. what he use to export it though i have no idea. Maybe they have their own tools.
Yeah, nishin uses blender for our work and we coded a exportscript in python to our own format, which works really nice I must say.
It isn't very well documented but if you dig down there you'll find the stuff you need. Feel free to contact me at albert.sandberg at gmail glöp com if you wanna have some looks at the sourcecode, I suppose I could share that with you, althogh I'm not the author of it so I'll have to check that first.
It isn't very well documented but if you dig down there you'll find the stuff you need. Feel free to contact me at albert.sandberg at gmail glöp com if you wanna have some looks at the sourcecode, I suppose I could share that with you, althogh I'm not the author of it so I'll have to check that first.
.. altho in the demogroup outbreak, not medieval.. that group is fairly dead (throwing rocks in the glass house once agian this week...)
didn't nishin code an exporter himself in python for the medieval stuff?
it's not too hard to make a quick and dirty exporter in python in blender itself, especially if you're willing to do a 1-to-1 imitation of blender's features.
That's what i also did in Blender: i wrote my own exporter in Python.
If you want to mimic Blender's structure, then you'll be fine with just one exporter (is very easy - personally i got the API reference and the source of another exporter and had it ready in ~30 minutes).
However Blender's structure isn't the best around (f.e. it has different UV coordinates for each face - so a vertex can have more-than-one UV coordinates, something not good when you want to use them with a vertex array - in OpenGL at least, i don't know if in Direct3D you can do it the Blender's way), so you may need a litle more work.
Personally, i dislike Python so all i did was to export the data in a (structured) text file. Then i used a program written in C to convert the text file to binary. To fix the above issue, i used another program to change the structure (was an awful process). I could modify the first one, but:
a) i used the previous binary format in some apps and
b) i was lazy :-P
in any case, if you want the code of my exporter, just drop me an e-mail at michalopoylos@hotmail.com :-)
If you want to mimic Blender's structure, then you'll be fine with just one exporter (is very easy - personally i got the API reference and the source of another exporter and had it ready in ~30 minutes).
However Blender's structure isn't the best around (f.e. it has different UV coordinates for each face - so a vertex can have more-than-one UV coordinates, something not good when you want to use them with a vertex array - in OpenGL at least, i don't know if in Direct3D you can do it the Blender's way), so you may need a litle more work.
Personally, i dislike Python so all i did was to export the data in a (structured) text file. Then i used a program written in C to convert the text file to binary. To fix the above issue, i used another program to change the structure (was an awful process). I could modify the first one, but:
a) i used the previous binary format in some apps and
b) i was lazy :-P
in any case, if you want the code of my exporter, just drop me an e-mail at michalopoylos@hotmail.com :-)