SlipperyBrick Posted February 12, 2016 Share Posted February 12, 2016 After playing around in Blender and importing some creations into Leadwerks I noticed I was getting some really bad scaling issues. I like working on the grid when creating my game art and I also like predictable results when exporting models from my 3D package over to a game engine, scale is important! I have adjusted my settings in Blender to work with Leadwerks and now when I import my models they are the correct size and scale and there is no messing around with getting the right size in Leadwerks. I would like to share my Blender settings to other users who want to model in Leadwerks units inside Blender to make sure they get predictable results when importing game art in to the engine. Blender Startup & Prefs.rar Once you have downloaded these settings I would recommend you to go to File > Save Startup File. This will make sure that each time you load up Blender you don't have to load the start up file in the above zipped folder. Once you have loaded the startup file the grid in Blender will be the exact same size as the grid in Leadwerks. This is great for snapping and will give you very predictable results. The measurements in the startup file are also the same exact measurements Leadwerks uses so a 256 x 256 cm CSG cube in Leadwerks will be the same size as a 256 x 256 cm cube model in Blender. I use the Leadwerks Exporter for Blender when exporting my models. You can find this here: http://www.leadwerks.com/werkspace/topic/10246-official-leadwerks-exporter-for-blender/ I would recommend before exporting your models from Blender to select whatever model you are exporting and press CTRL + A and choose 'Rotation & Scale' and CRTL + A again to choose 'Location'. This will zero out those transforms of your model. If you have models with specific rotations or scale that you would want to keep then don't do this, same applies for animated models. I hope you find this useful. It should help get predictable results and stop any nasty surprises when you bring in your model from Blender to Leadwerks and see it is super huge or really small. I will do a short video soon showing how this all works 9 Quote Link to comment Share on other sites More sharing options...
mdgunn Posted February 18, 2016 Share Posted February 18, 2016 Thanks for this. Looks like it could be handy. 1 Quote Link to comment Share on other sites More sharing options...
SlipperyBrick Posted February 18, 2016 Author Share Posted February 18, 2016 I am hoping we can get this pinned in the Game Art section of the forums. That way people can just grab it and not have to search or figure it out in Blender. For pivot placement it works awesome too because everything is the correct size in Leadwerks it makes it really easy to have your models origin anywhere you want, great for snapping 2 Quote Link to comment Share on other sites More sharing options...
Rick Posted February 18, 2016 Share Posted February 18, 2016 Nothing ever gets pinned around here. You'd be better off writing a program that logs into this forum as yourself and bumps this thread every week Actually that's not a bad idea lol 1 Quote Link to comment Share on other sites More sharing options...
SlipperyBrick Posted February 18, 2016 Author Share Posted February 18, 2016 I'm always on the forums, I wouldn't mind if Josh gave me moderator abilities, I would be happy to help maintain the forums but I don't think he would do that haha. Quote Link to comment Share on other sites More sharing options...
Josh Posted February 18, 2016 Share Posted February 18, 2016 You can also add these files as a Workshop item if you want to. 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ocean Posted May 23, 2016 Share Posted May 23, 2016 Excellent! Thank you. Quote Ubuntu 14.04 / 64bit. Dell XPS430, Intel Core 2 Quad Q8300 @ 2.50GHz, 4Gb Ram, Radeon HD 6670, Leadwerks Pro edition (Steam). Link to comment Share on other sites More sharing options...
flaredsneeze Posted June 28, 2016 Share Posted June 28, 2016 After Exporting a prefab object from Leadwerks to Blender, I found that the scale size in both programs are the same. When you use the default FBX exporter it will automatically scale up your objects by 10x. So with that being said. In the FBX exporter settings that shows up upon export to the left hand side of your screen, check the box that says Selected Objects next to it. Then set the scale to .01. that's it. hope this helps those that don't want to leave the default interface. @ocean you're right! Quote Link to comment Share on other sites More sharing options...
ocean Posted July 2, 2016 Share Posted July 2, 2016 ... Then set the scale to .001. that's it. ... Good to know, but .01 seems more correct in my case, at least. Quote Ubuntu 14.04 / 64bit. Dell XPS430, Intel Core 2 Quad Q8300 @ 2.50GHz, 4Gb Ram, Radeon HD 6670, Leadwerks Pro edition (Steam). Link to comment Share on other sites More sharing options...
InfoBass Posted August 4, 2016 Share Posted August 4, 2016 Decided to post this here to avoid making new topics. I am trying to export a model with multiple animation tracks on multiple armatures. The setup looks like this: As you can see, the file has three armatures and two empties that act as IK points. The problem i have is that leadwerks seems to make multiple animation tracks combining these, but never all of them. I get tracks with just animations from the armature, some with armature with the hands and some with armature and the IK points, but it doesn't seem to like to make an animation where it would run animations so that i would have the weapon, arms and fingers moving all at once. The leadwerks exporter doesn't like the set-up at all, it just exports the first animation strip from "armature" Quote Link to comment Share on other sites More sharing options...
Jazz Posted August 4, 2016 Share Posted August 4, 2016 Have you tried exporting to fbx? I never use the LW exporter. Quote --- Scott Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060 Link to comment Share on other sites More sharing options...
InfoBass Posted August 4, 2016 Share Posted August 4, 2016 The behavior i described is what i get from .FBX exports, with the LW exporter i just get a keyframe from the first strip. Quote Link to comment Share on other sites More sharing options...
Mr. StranikS Posted September 6, 2016 Share Posted September 6, 2016 What i do wrong? I take you tutorial and get model from Blender for Leadwerks, import-export models work good, but use materials from leadwerks for models from Blender do not work. Quote Link to comment Share on other sites More sharing options...
macklebee Posted September 7, 2016 Share Posted September 7, 2016 http://www.leadwerks.com/werkspace/page/tutorials/_/materials-r7 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
TwoCatsYelling Posted May 10, 2020 Share Posted May 10, 2020 Is there a 2.8+ version of this? 2.8 doesn't seem to recognize the changes. If not, maybe a list of the settings to change for us to configure it ourselves? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.