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Canardia

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Posts posted by Canardia

  1. 1) Yes.

    2) No, only upgrade. LE2.5+upgrade to LE3 is cheaper than LE3.

    3) Yes (all C/C++ compilers work with LE2.5, as well as all other languages which can load a dll).

    4) Yes, if you count the community made add-ons as features (new advanced shaders, day/night modules, 3D models, etc...).

    5) Yes and No, essentially it is the same size, but it is slightly bigger, because it is newer than the trial version and might have some additional files.

  2. Laptop is like a Notebook, but it has Intel or AMD CPU, and nVidia or Radeon GPU. They are also thicker and heavier than Notebooks. Notebooks are mean for casual web browsing and office documents, while Laptops can do almost everything a Tower PC can do.

  3. Can anybody please list the full feature set of PHYSICS that will get implemented in the full feature release ( not the initial release ) of Leadwerks 3 ?

    At some point Josh said LE3 will have drivers, and the physics implementation is a driver too. So the initial release should have a Newton physics driver, and people can write their own Bullet physics driver for LE3. If this indeed is still like this, then the Bullet physics driver will be on my to do list. I already made Bullet physics for LE2, and it was quite easy to do, although I had only cubes implemented.

  4. Blender has not much options in the fbx export, like I said above, I only used the default settings, except I selected the "export only selected" option. Blender makes the bones automatically when you click on the red record button and the bone button. Then you just move and rotate your cube how you want, and click on the timeline to assign it to the animation sequence.

  5. I just tested Blender 2.64a and made a moving animated cube with a texture, and it works fine in LE2.5.

     

    Here are the steps I did:

    1) Create cube in Blender, and animate it a bit, and assign UVmap, material and texture to it.

    2) Export as fbx from Blender (export selected cube only, other options default).

    3) Create animcube.mat file:

    texture0="abstract::animcube.dds"

    shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag"

    4) Drag animcube.fbx with the mouse over fbx2gmf.exe.

    5) Drag animcube.gmf with the mouse over ModelViewer.exe

     

    Now I can see a textured and animated cube in ModelViewer:

    post-2-0-12411600-1353758405_thumb.png

     

    Here are the files I made:

    le2blenderanimfbx.7z.zip

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