Preparation of a 3d model for skeleton example. The model is from Sophie Kahn and distributed by #additivism (their selection is really good!).

Image of the model in the 3d additivism cookbook:


First step was to reduce (a lot) the number of faces of the model ( around 75% ), generate a UV map and link it to an armature, in blender, obviously. Note that the armature is displayed using Envelope. I never use it to work, but i find it lovely for screenshots.



The skinning was tricky, due to the mesh mess. There are no arms for instance.

After the export and conversion via OgreXMLconverter, the model has been easily imported in the engine.

A lot of fine-tuning has been done on the material, to display solid and wireframe + having a light emission of the wireframe pass in the shadows.

Here is the material definition:

pass sophiekhan-mat
	ambient 0.8 0.8 0.8 1.0
	diffuse 0.8 0.8 0.8 1.0
	specular 0.02 0.05 0.05 1.0 0.1
	emissive 0.0 0.0 0.0 1.0

	alpha_to_coverage off
	colour_write on
	cull_hardware clockwise
	depth_check on
	depth_func less_equal
	depth_write on
	light_clip_planes off
	light_scissor off
	lighting on
	normalise_normals off
	polygon_mode solid
	scene_blend one zero
	scene_blend_op add
	shading gouraud
	transparent_sorting on

pass sophiekhan-wf
	ambient 0.0 0.0 0.0 1.0
	diffuse 0.85 0.7 0.75 1.0
	specular 0.5 0.5 0.5 1.0 30.2
	emissive 0.31 0.26 0.2 1.0
	polygon_mode wireframe
	transparent_sorting on

Other screenshots: