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04-19-24 05:07 AM
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Main - Archived forums - SMG questions and issues - Blender and whitehole Hide post layouts | New reply


mustafa
Posted on 07-21-14 11:15 PM Link | #44643
Hello everybody
How do I export a model with blender? Export obj and what settings need to be ticked on ?

When ever i export an obj model from blender collisioncreater doesn't work with it :/?

Splitwirez
(post deleted) #44644

shibboleet
Posted on 07-21-14 11:26 PM Link | #44645
You want to triangulate all faces, and that's it. Just export the model after that.

And if collision creator doesn't work with it, then you don't have enough faces or triangles for the program to read.

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NWPlayer123
Posted on 07-21-14 11:27 PM (rev. 2 of 07-21-14 11:29 PM) Link | #44646
It would be nice if you could be a little more specific as to how it doesn't work, but....if you're using the exporter with vertex colors, "include normals" "include vertex colors" "write materials" "triangulate faces" and that should be good, if you're using the normal one then vertex colors won't be there, and that'll be fine. however, it is necessary to note that blender is really shitty with models because scaling correctly to meters makes it way too big to see so I'd use sketchup. The materials are there so you can assign different flags, if you're using it for collision you don't need the UV mapped textures exported.

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shibboleet
Posted on 07-21-14 11:30 PM Link | #44647
Some of those are already checked, that's why I never said those.
Also, Whitehole can't load vertex colors, so make a model with, or one without. Or just ditch them alltogether.

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Splitwirez
Posted on 07-21-14 11:31 PM Link | #44648
Posted by NWPlayer123
It would be nice if you could be a little more specific as to how it doesn't work, but....if you're using the exporter with vertex colors, "include normals" "include vertex colors" "write materials" "triangulate faces" and that should be good, if you're using the normal one then vertex colors won't be there, and that'll be fine. however, it is necessary to note that blender is really shitty with models because scaling correctly to meters makes it way too big to see so I'd use sketchup. The materials are there so you can assign different flags, if you're using it for collision you don't need the UV mapped textures exported.

That blender rendering problem can be solved. see this: http://blenderartists.org/forum/showthread.php?131285-Viewport-Draw-Distance. Was I helpful at all this time?

mustafa
Posted on 07-23-14 10:02 AM Link | #44687
I keep getting the error in obj2bdl:

Valueerror: min>> arg is an empty sequence

NWPlayer123
Posted on 07-23-14 04:03 PM Link | #44693
Is it skipping any/all of the textures? That's usually the problem when it spits that out.

____________________
"I hate playing musical chats" ~ Quote of the month


Main - Archived forums - SMG questions and issues - Blender and whitehole Hide post layouts | New reply

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