Exporting from Blender

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* Download [http://www.maratis3d.org/download/blender_plugins/maratis_exporter_blender266(v2).zip Maratis Exporter] for Blender.
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* 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

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  • 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.

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Materials

IMPORTANT: Only the green boxed in areas are supported

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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:

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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:

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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:

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In glsl, texture slots are accessed using:

uniform sampler2D Texture[8];

Supported Image sampling

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Supported Image mapping

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Supported Mapping

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Supported Influences

Only active in Fixed mode for multi-texturing blending.

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Skinning

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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

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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.
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