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hpl3:3rdparty:blender [2012/12/11 13:37] jens |
hpl3:3rdparty:blender [2012/12/14 08:40] (current) jens |
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Go back to the 3D view by pressing SHIFT-F5. Make sure you are in Edit Mode (TAB toggles between Object and Edit) and with the cube selected, press CTRL-T to triangulate it. | Go back to the 3D view by pressing SHIFT-F5. Make sure you are in Edit Mode (TAB toggles between Object and Edit) and with the cube selected, press CTRL-T to triangulate it. | ||
- | Extra info: See [[:hpl3/3rdparty/blender#work-aroundtriangulate_export|Work-around: Triangulate export]] for a method where you only temporary triangulate objects on export, which is what you want when doing proper modelling later. | + | Extra info: See [[:hpl3/3rdparty/blender#triangulate_only_on_export|Triangulate only on export]] for a method where you only temporary triangulate objects on export, which is what you want when doing proper modelling later. |
To see if the cube has the texture properly applied, at the bottom of the 3D view next to the large Edit Mode button, press the button with a circle and switch the viewport shading to "Texture". You should now see the texture on the cube. | To see if the cube has the texture properly applied, at the bottom of the 3D view next to the large Edit Mode button, press the button with a circle and switch the viewport shading to "Texture". You should now see the texture on the cube. | ||
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Open the HPL3 ModelViewer.exe and click the Load Model button, then navigate to where you exported the Collada file and open it. You should now see a magnificent textured cube. | Open the HPL3 ModelViewer.exe and click the Load Model button, then navigate to where you exported the Collada file and open it. You should now see a magnificent textured cube. | ||
- | ====== Blender - Making your own model ====== | + | ===== Blender - Making your own model ===== |
Making your own model does not require much else beyond the above introduction. There is however one small but important detail to get right, so let us try this again. | Making your own model does not require much else beyond the above introduction. There is however one small but important detail to get right, so let us try this again. | ||
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- | ====== Blender - How to model ====== | + | ===== Blender - How to model ===== |
For this you have to read (or watch) regular Blender tutorials. | For this you have to read (or watch) regular Blender tutorials. | ||
- | ===== Work-around: Triangulate export ===== | + | ===== Triangulate only on export ===== |
- Go to modifiers (the wrench icon) in the properties panel. | - Go to modifiers (the wrench icon) in the properties panel. | ||
- | - Add a Decimate modifier (listed in Generate category), no need to change settings or to apply it. | + | - Add the Triangulate (pre 2.65 Blender, use Decimate) modifier listed in Generate category, no need to change settings or to apply it. |
- When you export, check the "Apply Modifiers" option. This will triangulate the mesh for the COLLADA file export, but not the mesh in your blender project. | - When you export, check the "Apply Modifiers" option. This will triangulate the mesh for the COLLADA file export, but not the mesh in your blender project. | ||
===== Blender wish-list ===== | ===== Blender wish-list ===== | ||
- | * Option to triangulate in the COLLADA export menu (see solutions for work-around). | ||
* Up axis settings for COLLADA, or preferably dealing with it automatically on import/export (currently importing object with Y up flips it 90 degrees). | * Up axis settings for COLLADA, or preferably dealing with it automatically on import/export (currently importing object with Y up flips it 90 degrees). | ||
* Units settings for COLLADA. | * Units settings for COLLADA. | ||
* Relative paths for COLLADA. | * Relative paths for COLLADA. |