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31  Crystal Space Development / Support / UV Data Lost on Export! on: February 14, 2005, 08:17:11 pm
Actually, I did the modeling in gmax, then I exported it as an md3, textured it in that other program (Ultimate Unwrap 3D), exported it from UU3D as an obj, and finally imported it into Blender.
32  Crystal Space Development / Support / UV Data Lost on Export! on: February 14, 2005, 05:44:40 pm
Hi deckerego, thanks for responding.

I am importing the entire obj into blender.  I'm pretty new to blender so I don't exactly know how to check the normals/re-normalize them.  I toggled the show normals button and looked to see if I could find any that were not pointing outward, but I didn't find any.

At this point, though, I'm more concerned about my viewmesh.exe not recognizing my flip_textures setting.  Unless it is... and something else is going wrong... or something.
33  Crystal Space Development / Support / UV Data Lost on Export! on: February 13, 2005, 08:35:55 pm
Ok, I figured out that the texture was being flipped.  In my .cal3d file, I tried putting

<options rotate_x_axis="yes" flip_textures="no" />

but that didn't help.  I changed flip_textures to "yes" but it didn't change anything at all (so I'm thinking that maybe my CS build is outdated or something, even though I'm using the CVS version).  Finally, I tried manually flipping the textures in photoshop, and that worked.  So the problem was that my texture was being flipped.

...but now I don't understand why viewmesh.exe isn't respecting the flip_textures attribute in my cal3d file.
34  Crystal Space Development / Support / UV Data Lost on Export! on: February 12, 2005, 08:15:53 am
Ok, after I figured out my last problems with the cal3D exporter, I quickly ran into another.  I'm actually doing texturing in a separate program, Ultimate Unwrap 3d, exporting it as a .OBJ, and importing that into blender.  This works remarkably well, and the model is nicely textured and ready to be rigged, which I do in blender.

However, after much failure, I realized that the cal3d exporter script doesn't seem to be exporting UV information (either correctly or at all), so the texture gets mapped onto the model all wrong.  I'm pretty sure I'm doing things right, because I don't get any errors when I export my model.  This doesn't seem to be a problem for author of the tutorial on using blender to export cal3d models.. so I'm baffled as to why it's a problem for me.  huh

Thanks in advance.
35  Crystal Space Development / Support / Problems with Cal3D Exporter Script on: February 11, 2005, 11:34:16 pm
Ok, I think I get it...

I had to download the latest cal3d archive from the cal3d project page.  Then, I found two python scripts for exporting in blender, and I put the one named "" in the the scripts dir of the blender folder.  That gave me the graphical interface.

Then, after reading over the tutorial carefully, I realized that the author made a typo, saying that we have to create a new file "boxman.cfg" -- I'm sure the tutorial meant "boxman.cal3d"

Please fix this if I'm right, as it will surely confuse others.  If I'm not right, then please explain why the blender export script doesn't spit out a .cal3d file for me to load into viewmesh.exe.
36  Crystal Space Development / Support / Problems with Cal3D Exporter Script on: February 11, 2005, 10:44:48 pm
I was following the Building Cal3d Models with Blender 2.35 tutorial ( and I finally got to the exporting step when I ran into some problems.

First of all, my export menu looks nothing like the one in the tutorial.  It's just the average blender file-browsing window -- no "Export to," no Scale slider, no buttons, or anything.  There's a button on the file-browsing window that says "Load UI," and I have it pressed, but nothing happens before I export the mesh, after I export the mesh, or when I hit the button.  I don't know what it's for.

Second of all, once I export the mesh, I get one .cfg, .xsf, .xmf, and .xrf file each, but no .cal3d file, and the tutorial says to load the .cal3d file in viewmesh.exe.

When I export my mesh, I make sure I've heeded all the stipulations.  The only error I get is that my mesh has multiple armatures so it automatically ignores one of them and continues anyway.

I'm using Blender 2.36; I tried ALL the available blend2cal3d python scripts, from versions .9 to .11.  I'm using python 2.3.4 (because, for some reason, if I use any more recent version, NOTHING on my computer recognizes that it is installed) on a Windows XP machine.

Please help, this is very aggravating  Sad !
Thanks ahead of time.

edit: wait, I lied.  I didn't try all the the available blend2cal3d scripts... apparently there's a .5 but I REALLY don't want to use it.
edit2: Ah crap, sorry for all the edits.  I juzt realized that on the download page for the blend2cal3d exporter script, it says the latest version is .12, but when I click on "Download," I can only find up to .11.  Maybe this is the problem?
37  Crystal Space Development / Support / I can't open Crystal Space! on: February 09, 2005, 05:26:50 am
You should get winRAR (I'm assuming you're using Windows).  It can open many compresion types including .tar.

It says that some features will be disabled after the 40-day trial ends, but I doubt anything you need will be disabled.  After the trial is over, however, you do get a prompt reminding you to register every time you use the program.  But it's not any worse than what winZip does, so it's cool.
38  Crystal Space Project Development / Feature Requests / Sub-Pixel Font Rendering on: February 01, 2005, 01:01:56 am
I don't know if this would be CS's job (maybe Freetype's?) but I think it'd be nifty if CS could do sub-pixel font rendering.  It's not a big deal, but I think it looks really nice, and many people seem to use/have LCD screens now.

Just in case: (explanation of what SPFR is) and (the general page that links to the previous link).
39  Crystal Space Development / Game Content Creation / General Mesh-Related Questions on: January 31, 2005, 06:09:28 pm
Thanks for the reply!

Ok, just to clarify, you're saying that... Cal3d only uses bones, but with some work, I could combine facial morph animations with bone animation such that the two different animations can be run simultaneously.  (i.e. showing a smiling animation [which would use morph targets] WHILE the model is walking [which would use bones] all in one, connected mesh).

As for my second question, thanks for the advice; I shall look up the cal3d documentation for info on this.

For my third question... I'm reluctant to use separate meshes because I'm afraid that doing so would produce a crease in a place where there shouldn't be one.  The skirt is a bad example, but what about a one-piece evening dress (or whatever they're called).  I only want the part of the dress from the waist down to be affected by physics, while the top part would remain completely static.  But the dress is still one, connected mesh.  If I made the bottom half a separate mesh, wouldn't there be a crease where the top half and bottom half of the dress meet?  That's what I'm afraid of.

edit: Does ODE/CS's physics engine do cloth sim?

Anyway, much thanks for your help so far!
40  Crystal Space Development / Game Content Creation / General Mesh-Related Questions on: January 30, 2005, 08:17:39 am
I'm rather new to CS, 3D modeling, game-creating, etc. so I still have some pretty big questions that keep me up at night, especially when it comes to meshes.  If anyone can answer or offer advice on any of my questions, then that'd be wonderful.

1. Ok, first of all, I intend to use Cal3D for the models and I know it uses bones.  In the CS manual, I discovered that CS also supports morph animation, which I intend to use for some simple facial animation.  I was wondering: is it possible to combine different types of animation on a single mesh?  What I mean is... suppose I create a walking animation with my model using bones.  Then, on the same model, I create a smiling animation using morph targets.  When I load the model into meshviewer, is it possible to make my model walk AND smile at the same time?  (This is all assuming the mesh is NOT divided into separate parts, such as head, upper body, arms, lower body, legs, etc.)

2. On a related note, I was wondering... is it possible to make the head of my model move around dynamically?  Like, in Final Fantasy 9, when you walked around town, Zidane would move his head to look at another character until he got far enough away - at which point, his head would return to looking straight ahead of him.  Is this possible without making the head a separate mesh object?  If not, how would you avoid the crease that would show between the head and neck?

3.  Can physics be applied to only certain parts of a single, connected mesh?  For example, if one of my models is wearing a skirt, and the skirt is welded to the rest of the body so that it is part of the model, can I somehow tell the physics engine only to affect the skirt?  Or would I have to make the skirt a separate object?

Any help is greatly appreciated!  Thanks in advance.
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