Author Topic: Something wrong with the xml/g3d exporter?  (Read 3026 times)

erandur

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Something wrong with the xml/g3d exporter?
« on: 19 May 2008, 15:44:42 »
Don't know where exactly the problem lies, since I export it from 3DS max to .obj. Import it in blender (where everything is still fine). Export it to .xml then, and convert it to .g3d. But the .g3d is... well... 'wrong' it goes rotated 90° towards the ground (so it lies on the ground, in most of the cases).

Any suggestions on how to fix that? Pretty hard to imagine mushroom people coming out of giant mushrooms that lie on the ground... :)
« Last Edit: 1 January 1970, 00:00:00 by erandur »

wciow

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« Reply #1 on: 19 May 2008, 17:06:12 »
You need to rotate the model in blender so that it is facing the right way. The easiest way to do this is to import an original Glest model and align your model with it.
« Last Edit: 1 January 1970, 00:00:00 by wciow »
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erandur

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« Reply #2 on: 19 May 2008, 18:52:06 »
Quote from: "wciow"
You need to rotate the model in blender so that it is facing the right way. The easiest way to do this is to import an original Glest model and align your model with it.

The right way? that might get tricky, as it's completely symmetric... :)
« Last Edit: 1 January 1970, 00:00:00 by erandur »

ZaggyDad

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« Reply #3 on: 19 May 2008, 20:12:22 »
Just import a model. It comes out the way your models should be pointing.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

titi

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« Reply #4 on: 19 May 2008, 21:55:56 »
in blender you must press "numpad 7".
This is the orientation you will see it in glest.
« Last Edit: 1 January 1970, 00:00:00 by titi »
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ZaggyDad

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« Reply #5 on: 19 May 2008, 23:06:57 »
In other words, 7 is the front in blender when you export to g3d.

~Zaggy
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erandur

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« Reply #6 on: 20 May 2008, 11:16:43 »
Aah, lovely, thanks. :)
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weedkiller

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« Reply #7 on: 20 May 2008, 13:50:44 »
Because Blender and OpenGL/Glest have different orientated coordinate systems  :confused:
Means that xyz isnt xyz in the other one but maybe x,-z,y...
something like that
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

erandur

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« Reply #8 on: 20 May 2008, 13:54:30 »
Quote from: "weedkiller"
Because Blender and OpenGL/Glest have different orientated coordinate systems  :D

BTW, How can I set Blender to export let's say.. only 1 frame? :D
« Last Edit: 1 January 1970, 00:00:00 by erandur »

wciow

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« Reply #9 on: 20 May 2008, 17:03:18 »
In blender press F10 then under the animations tab set the end frame to 1. This is what the export script reads when it exports your model.
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ZaggyDad

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« Reply #10 on: 20 May 2008, 17:10:49 »
Or go to the render panel.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

erandur

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« Reply #11 on: 20 May 2008, 18:41:24 »
Aaah, I see, thanks you 2. :)
« Last Edit: 1 January 1970, 00:00:00 by erandur »