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alrusdi

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Everything posted by alrusdi

  1. Then you should give us your model (both .blend and .mdl files) for testing
  2. Last problem is unrelated to exported itself. Leadwerks model viewer under Linux has this problem on most animated models and Josh knows about it.
  3. It seems like you have some non-latin symbols in material names. For example: "Grünerknopf". Current leadwerks file format is not supporting it.
  4. Here is the instruction. Plugin should be widely used and pass the review http://wiki.blender.org/index.php/Dev:Doc/Process/Addons
  5. Tools/Expoters/Blender/io_scene_leadwerks.zip for example
  6. I believe applying location and scale is wrong way to do things. But it works, i know. .mdl file format is supports different values of location, rotation and scale for each submodel in hierarchy. My bug report is supposed to show conditions when correct .mdl file can be displayed wrongly in engine and it bug should be fixed to improve quality of engine
  7. Downloadable zip archive with plugin is not meant to be installed with automaic install from zip. Please read installation instructions: https://github.com/alrusdi/leadwerks-blender-exporter#installation When i started this work i hoped that exporter will be inside main Leadwerks distribution (correct installation and docs) but Josh is not interesting it. So we have what we have. If i will have free time i will create a separate site with documentation and sample content, but cant say when exactly it happens.
  8. No, it is not Linux related. Bug is reproduced with the same behavior on both Windows and Linux; both LE3.2 and LE3.4(beta). It is also the same beahvior with FBX->Leadwers and with Blender exporter->Leadwerks
  9. I can't manage it to be exported correctly from blender... Original .blend file is here I don't believe in local misconfiguration because i have the same results on 3 different machines with different OSs (Windows and Linux). Furthermore in final .mdl file everything seems ok, but not in editor. YouGroove can you please provide me your final .mdl file generated after conversion from fbx? Just want compare it with my variant
  10. Im trying to load into Leadwerks this .fbx model In external application (Blender) it looks like on image you cal also view it on sketchfab But in model editor bottom arrow is stretched Also in main editor this red arrow has strange scale values but in .mdl flle scale values on it model part is 1.0 1.0 1.0
  11. I'm happy to announce new version of Leadwerks Blender Exporter with important bugfixes. Please let me know if you still have any problems.
  12. Seems to be fixed for now. But it's no reason to export skined model without animation because Leadwerks is not exposes public API to manipulate bones at runtime
  13. I have some weird problems with Leadwerks itself on both Linux and Windows and it's very demotivated me to work on that problem. But with Josh's help i hope we will fix it very quickly.
  14. It is isuue about it in bugtracker https://github.com/alrusdi/leadwerks-blender-exporter/issues/1 Current workaround is to apply model transformations on each hierarchy level You can post sample file and i show you fix. I will work on.
  15. Well... Did you selected something on scene before export? Please provide your .blend file if so.
  16. http://www.blendswap.com/ http://tf3dm.com/ http://www.turbosquid.com/ Our Workshop Also google by 'free 3d models'
  17. Can you PM me your blend file? I'll see how to fix it
  18. Problem is fixed now. Just reinstall exporter from github. Also you can export model without specular color and tune it in Leadwerks material editor.
  19. Each action in action editor will be interpreted as different animation
  20. Still present unexistent texture 'Polygonmaker\Packages\Fantasy Horde - Zombies\Textures\high\zombie1.png' in file I use 'FBX->AutodeskConverter->DAE->Blender' as import pipeline and model imported just fine. I think foot bones should be little bit improved. Just add one more bone to make foot fingers movable like in 'Ball' part on image: http://www.makehuman.org/sites/mhnew.jwp.se/files/images/21/au125-revfoot.png
  21. Oh, i little bit misunderstood you. As far as i know current engine does not support local offset at design time. You can deal with hierarchy but it cause problems to reuse models in other maps. But even local offset support is not solution for my problem. It is still will be need to manually set 0,0,0 for initial position in editor to get model correctly positioned with local offset
  22. Of course model position can be changed in editor, but initial position of this model is determined by the mouse position of drag and drop operation. I suggest another option to set initial position of model on scene
  23. Texture problem which is Guppy mentioned above also disallows to test 'fbx -> Autodesk Converter -> dae -> Blender' way
  24. Current .mdl file format allows to define root object position/matrix. But when you adding object in LeadwerksEditor it takes into count only rotation and scale defined in model. I suggest to add context menu option 'Put to map' for each model in Assets tab which will be place model to map with respect to defined in file position. Futhermore if user selects multiple objects - option should be also available and put all selected objects into theirs position defined in models. It will allow to define full scene in external editor, or generate some reference points for camera positions for example.
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