| 1 | = Blender Export howto = |
| 2 | |
| 3 | This page explains how to export 3D models for Orxonox. |
| 4 | |
| 5 | back to [wiki:GamePlay] |
| 6 | |
| 7 | == General == |
| 8 | |
| 9 | Blender and Orxonox have different coordinate systems. The y-axis looks up in Orxonox (z-axis in Blender), so you have to rotate your model by 90° before exporting. |
| 10 | |
| 11 | == OBJ Files == |
| 12 | 1. Delete all unused Materials |
| 13 | 1. Load the correct texture files for your meshes into blender (jpg or png) |
| 14 | 1. Select all objects you want to export. Don't forget the mountpoints of your spaceship! |
| 15 | 1. Export the the Blender scene as an Object file (File -> Export -> Wavefront (obj)) |
| 16 | |
| 17 | Now you should have two new files: a *.obj and a *.mtl file. The OBJ file contains all you meshes and texture coordinates. The MTL file contains all material (texture) related data. These files can be edited with any good text editor. (BUT NOT with: notepad or wordpad) |
| 18 | |
| 19 | * Wavefront OBJ File Format Summary: http://www.fileformat.info/format/wavefrontobj/ |
| 20 | * Alias/WaveFront Material File Format: http://www.fileformat.info/format/material/ |
| 21 | |
| 22 | === Problems === |
| 23 | * If your model is transparent in the engine (but shouldn't) you have to flatten you texture file in GIMP before exporting as png or jpg. That deletes the (unused) alpha channel. Image -> Flatten Image (or similar). German: Bild -> Bild zusammenfüegen |
| 24 | |
| 25 | == MD2 Files == |
| 26 | |
| 27 | TO DO! |