Blender
category: general [glöplog]
Almost forgot...
FBX export can help to those who uses Unity
Blender FBX Animations to Unity 5 Mecanim
or UE
UE4 Blender Import FBX Animations: Lightswitch
or Pixtur's Tooll
tooll
FBX export can help to those who uses Unity
Blender FBX Animations to Unity 5 Mecanim
or UE
UE4 Blender Import FBX Animations: Lightswitch
or Pixtur's Tooll
tooll
finally I have found, that there was a armature modifier that point to an object structure with type 25, so armature could be oriented correctly. pffff...
actually, it mainly works for my downloaded .blend tests, and it does not imply so much restrictions. near 1800 lines of C.
did you know that for puppets that bone names are linked to deform groups that are set in weight refs and could have null terminated string of any char array size fixed by the DNA structure of the file ?
actually, it mainly works for my downloaded .blend tests, and it does not imply so much restrictions. near 1800 lines of C.
did you know that for puppets that bone names are linked to deform groups that are set in weight refs and could have null terminated string of any char array size fixed by the DNA structure of the file ?
my importer runs well on all versions of the file format, DNA1 structure is not difficult to understand, and more over, you can find the source in deaddeer.zip/cpp/blender.hpp on SourceForge of DeadDeer.
it runs with extracting textures, armature and hierarchical transformations. Note that actually it reads only one armature per file.
Dead Deer exports/imports a dozen 3D file formats, RLE voxels and easy to convert text files for Demos.
it runs with extracting textures, armature and hierarchical transformations. Note that actually it reads only one armature per file.
Dead Deer exports/imports a dozen 3D file formats, RLE voxels and easy to convert text files for Demos.