X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=Blender_to_dpm.textile;h=43e34dde0f94c7187a09ebf9abbde6ad6ad10669;hb=54d4ae18eeae0b7a6358ee359cc1d590a52fffce;hp=00e53a40ed23f6c3b6531f6042508937480b59cc;hpb=b41308a876d08b34339a6fa1b36457b4c0304f0f;p=xonotic%2Fxonotic.wiki.git diff --git a/Blender_to_dpm.textile b/Blender_to_dpm.textile index 00e53a4..43e34dd 100644 --- a/Blender_to_dpm.textile +++ b/Blender_to_dpm.textile @@ -1,22 +1,22 @@ -h1. Blender to dpm, mini tutorial +h1. Blender to dpm, a mini tutorial h2. Pre-required tools and reading * Go here - http://developer.valvesoftware.com/wiki/Blender#Installation and download the export script. * Rig / Animate as outlined here - http://developer.valvesoftware.com/wiki/Animation_in_Blender. -* Only works with blender 248a -- 249b (2.5 is no go) +* Only works with Blender 248a -- 249b (2.50 is a no go). -h2. Blender workflow +h2. Blender work flow * Select your mesh and armature, export as smd. select Static Mesh. You only need to re-export this smd if the mesh or the rig change. * Now export as Animation Sequence. Preferably you have one track (and smd file) per animation. name it so you know what it is (modelname_attack1.smd for example). -* You could possibly use the "Animation Sequence ( ALL )" or "All..." options, but i havent tried so i cant say if it works. +* You could possibly use the "Animation Sequence ( ALL )" or "All..." options, but I haven't tried so i cant say if it works. -h2. dpmodel workflow +h2. dpmodel work flow -* dpmodel needs and a textfile telling it how to bake the mesh and animation/s into a dpm. This textfile will look something like: +* dpmodel needs and a text file telling it how to bake the mesh and animation(s) into a dpm. This text file should look something like: >
 # save the model as model.dpm
@@ -25,7 +25,7 @@ model model
 origin 0 0 0
 # rotate the model 90 degrees around vertical
 rotate 90
-# scale the model by this amount, 0.5 would be half size and 2.0 would be doule size
+# scale the model by this amount, 0.5 would be half size and 2.0 would be double size
 scale 1
 # load the mesh file, this is stored into the dpm as frame 0
 scene model.smd
@@ -34,11 +34,11 @@ scene model_action1.smd fps 30
 scene model_action2.smd fps 30
 
-* Place all smd's and the textfile in the same place, execute "dpmodel whateveryounamedthattextfile". If all goes well you should now have a working dpm (and .framegroups file if its animated) +* Place all smd's and the text file in the same place, execute "dpmodel whatever_you_named_that_text_file". If all goes well you should now have a working dpm (and .framegroups file if its animated) -h2. Caves: +h2. Caveats: - * Your mesh have to have a material assigned to it. The name of this material/s is what dp will look for to use as texture/shader on the model/mesh/es. + * Your mesh needs to have a material assigned to it. The name of the material is what dp will look for to use as texture/shader on the model/mesh/es. * Blender exports what you got selected. make sure you have the relevant (and only the relevant) objects selected. - * If export script fail with a encoding error, open it in a texeditor and remove the whole top comment block (lines starting with #). theres a illegal character in there according to pyton. i haven't bothered to check closer witch one it could be. + * If export script fail with a encoding error, open it in a text editor and remove the whole top comment block (lines starting with #). There's an illegal character in there according to pyton. I haven't bothered to check closer witch one it could be.