Pre-required tools and reading
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-- 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 (2.50 is a no go).
+- 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 (2.50 is a no go).
Blender work flow
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- 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).
+- 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 haven’t tried so i cant say if it works.
dpmodel work flow
- 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
model model
# move the model this much before saving
# Each following (if any) smd's are animations
scene model_action1.smd fps 30
scene model_action2.smd fps 30
+ ```
-- 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)
+- 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)
Caveats:
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-\* 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 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.
+- 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 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.