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  • frankiezafe 13:25 on 2016-10-06 Permalink | Reply
    Tags: ,   

    Two python scripts to help work in blender:

    • one script, material-generator-for-physics.py, generate a bunch of “ogre-bullet” material, with correct prefixes;
    • second one, material-from-physics.py, applies these materials on selected objects depending on the type of rigidbody attached.

    This process must be done before joining all the objects into 1 mesh and exporting it for ogre.

    screen-mat-generation

    Scripts are available in PE.2.0 assets folder.

     
  • frankiezafe 08:56 on 2016-10-06 Permalink | Reply
    Tags: ,   

    Notes about cones for tutorial.

    mine-screenshot02

    mine-screenshot01

    Report:
    Original Vertices: 1155
    Exported Vertices: 6527
    Original Faces: 2192
    Exported Triangles: 2222
    MESHES: 2
    MATERIALS: 22
    Extended Report:
    MESHES:
    . mine-physics
    . mine
    MATERIALS:
    . sphere_physcis01
    . cone_physics01
    . cone_physics02
    . cone_physics03
    . cone_physics04
    . cone_physics05
    . cone_physics06
    . cone_physics07
    . cone_physics08
    . cone_physcis09
    . cone_physcis10
    . cone_physcis11
    . cone_physcis12
    . cone_physics13
    . cone_physcis14
    . cone_physcis15
    . cone_physics16
    . cone_physics17
    . cone_physcis18
    . cone_physics19
    . cone_physics20
    . mine-mat

     
  • frankiezafe 22:29 on 2016-10-04 Permalink | Reply
    Tags: , ,   

    Physical primitive of the day: the cylinder.
    Loaded from blender, of course.

    selection_626

     
  • frankiezafe 18:17 on 2016-10-03 Permalink | Reply
    Tags: , , , ,   

    How to prepare meshes and its physical version in blender usable in polymorph engine?

    How it’s looking like once done in the right way:

    For this mesh (a kind of quad pods not very well done):

    triball-screenshot01

    You can resume the shape with:

    • 4 boxes, surrounding the legs of the shape
    • and 4 spheres, surrounding the ends of each legs.

    To do so, design the collider using cubes and sphere (low resolution ones, i’ve used 10×5 just because it will look nicer in the screenshots :)).

    Attribute a different material to each part using this naming convention:

    • material for boxes starts with “box_”;
    • material for spheres starts with “sphere_”.

    The different colors of materials is just to make the screenshot clearer.

    triball-screenshot02

    Apply a triangulate modifier to ensure you don’t have any ngon in your meshes.

    Once all this is done, export the meshes using blender2ogre addon.

    The importation steps will be described in the full tutorial, with the complete documentation.

     
  • frankiezafe 18:18 on 2016-10-01 Permalink | Reply
    Tags: , ,   

    Bullet’s compound shapes wrapper for ogre.

    A tutorial on how to prepare your meshes is being written and will soon be completed > https://bitbucket.org/polymorphteam/pe.2.0/wiki/bullet-compound

    hollowed-engine00

    hollowed-engine01

     
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