Exporting from Blender
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{{image-box|https://googledrive.com/host/0B6gXOK_u0AyYOU8tN0xZUUlQQkE/BlenderExport/01.jpg}} | {{image-box|https://googledrive.com/host/0B6gXOK_u0AyYOU8tN0xZUUlQQkE/BlenderExport/01.jpg}} | ||
− | * Download [http://www.maratis3d.org/ | + | * Download [http://www.maratis3d.org/?page_id=57 Maratis Exporter] for Blender. |
* Start Blender and go to <code>File > User Preferences > Add-Ons > Install Add-On</code> | * Start Blender and go to <code>File > User Preferences > Add-Ons > Install Add-On</code> | ||
* Select Zip-file and check Import-Export: Maratis mesh | * Select Zip-file and check Import-Export: Maratis mesh |
Latest revision as of 20:31, 7 February 2014
Install
- Download Maratis Exporter for Blender.
- Start Blender and go to
File > User Preferences > Add-Ons > Install Add-On
- Select Zip-file and check Import-Export: Maratis mesh
- Save As Default
Maratis mode
Select Maratis in the Blender Render menu, it will enable special panels for Maratis.
Materials
IMPORTANT: Only the green boxed in areas are supported
Maratis materials are a bit different than Blender materials, only some features are supported (see the green boxes) and they are real-time oriented.
An additional panel is visible in the Material properties:
You can choose between 3 modes for Maratis materials :
- Fixed is used for old generation 3D using multi-texture only (mostly deprecated today).
- Standard is the simplest mode, it creates a classic material using diffuse, specular, normal-map and emit.
- CustomShader is the mode to select if you want the material to use a specific glsl shader, shader samples here [1].
The BlendMode specify what type of transparency is applied to the material.
Texture slots
If you are using a Standard material, the texture slots needs to be used in this order:
The only Type supported is Image or Movie (though movies are not supported yet).
If you are using a Fixed or CustomShader material, you can use up to 8 texture slots:
In glsl, texture slots are accessed using:
uniform sampler2D Texture[8];
Supported Image sampling
Supported Image mapping
Supported Mapping
Supported Influences
Only active in Fixed mode for multi-texturing blending.
Skinning
Maratis only supports Vertex Groups skinning, be sure to turn off the Bone Envelope option. If you don’t want to do the skinning manually:
- Select your model, then select the armature (both need to be selected)
- Go to
Object > Parent > with Automatic Weights > select ‘With automatic Weights
Animation and multi-animation
Export
Select the objects you want to export and go to File > Export > Maratis mesh
. Don’t forget to select the Armature(s) with the Object(s).
Keep in mind
In general:
- Be sure your textures are in Your-Maratis-Project/maps/
- Export the meshs to Your-Maratis-Project/meshs/
- 10 units is equal to 1 meter
- Use 60 fps frame rate in Blender for animation
When working on large objects, like a full level with multiple rooms, try to separate the mesh in multiple Blender objects (for example, one for each room). When exported in Maratis mesh format, each object will become a SubMesh. Why?
- For a better visibility detection (only visible SubMesh will be draw).
- For more dynamic lights. Maratis standard renderer only uses the 4 closest lights of each SubMesh.