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  • frankiezafe 16:45 on 2018-01-03 Permalink | Reply
    Tags: Blender, , ,   

    Normal map generation, using blender and processing.org.

    Read more here: Notes:Normal map generation.

  • frankiezafe 17:33 on 2017-01-12 Permalink | Reply
    Tags: , Blender, , , ,   


    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:



  • frankiezafe 23:42 on 2017-01-03 Permalink | Reply
    Tags: Blender, , , ,   


    Today, a lot of bug fixes on the basic classes of the polymorph packages.

    New: it is now possible to declare the resources folders in the XML! The common resources.cfg of Ogre can be replaced by a configuration.xml, placed in the same folder as the exec.

    The resources.cfg was looking like this:



    In the XML, it’s converted to this, with control over recursivity and read access.

            <group name=”Essential”>
                <resource path=”../media/packs/PolymorphTrays.zip” type=”Zip”/>
            <group name=”General”>
                <resource path=”../media/models” type=”FileSystem” recursive=”1″ readonly=”0″/>
                <resource path=”../media/materials” type=”FileSystem” recursive=”1″ readonly=”0″/>
                <resource path=”../media/materials/textures” type=”FileSystem” recursive=”1″ readonly=”0″/>

    The sreenshot comes from an evolution of the XML example, see Dynamic scenes loading

  • frankiezafe 18:40 on 2016-11-25 Permalink | Reply
    Tags: Blender, , ,   


    Dynamic scenes loading.

    Based on an #XML description of the project, that looks like this:

    • <polymorph version=”0.1″ date=”20161124″>
      • <scenes>
        • <scene id=”3″>
          • <pobjects>
            • <plight name=”main_sun” visible=”1″ debug=”1″>
            • <pnode name=”floor” visible=”1″ debug=”0″>

    and so on, it is easy to load a new scene. The deletion and creation job is managed by a cool object call “PObjectManager” see: http://polymorph.cool/doxygen/classpolymorph_1_1_p_object_manager.html (thanks, doxygen!)

    In the example.1.xml, the key ‘n’ is binded to the method PObjectManager.nextScene().

    A little note: in the scene 1 (the middle one), the pile of plates has been done via a special tag:

    <repeat count=”20″ offset_pos=”0,10,0″ offset_dir=”0,5,0″ offset_scale=”-2,0,-2″ />

    When placed in a pnode, it will generate copies of the object automatically. Similar to array modifier of blender.

  • frankiezafe 20:27 on 2016-11-09 Permalink | Reply
    Tags: Blender, Menthol, , timeline, ,   

    Mentholed blender

    related issue in bitbucket



    A long time ago (2 years maybe), i’ve worked with yacine sebti to make a bridge between a timeline editor in max/msp (yacine’s world) and openframeworks (my former world). The project was called Menthol. This prototype has been used in the void project.

    The openframeworks addon is here: https://bitbucket.org/frankiezafe/ofxmenthol

    During a 1 hour phone call with yacine, we discussed about how to build a standalone UI for the project. Several ideas where floating, such as a fully custom UI in openframeworks or a QT version, such as Iannix. This one is very good looking, even if yacine and i think that it is not precise enough for our usage.

    Then, like each time we spoke about this, blender pops in.

    I always liked the graph and the dope sheet panels. It’s a superb 2d simplification, with a lot of features (i just discovered the modifiers, my head is spinnin’!). I quickly draft the modifications to do on these panels to work as a standalone timeline editor.

    I’ll investigate this in december!

    nb: this feature is part of the polymorph engine presentation :), see here

    • xuv 20:59 on 2016-11-09 Permalink | Reply

      Just saying… Not perfect… but [CTRL]+[T] give you time in seconds instead or next to the frame number (It’s unfortunately not consistent)

  • frankiezafe 22:47 on 2016-10-30 Permalink | Reply
    Tags: Blender, ,   

    Chaise pagholz in blender, with @louise.


  • frankiezafe 18:53 on 2016-10-12 Permalink | Reply
    Tags: Blender, , ,   

    Documentation about how to prepare meshes (structure, materials, etc.) usable by bullet in polymorph engine.

    >> https://bitbucket.org/polymorphteam/pe.2.0/wiki/blender-bullet-primitives

    The documentation of the project is not yet ready, as you might see if you surf a bit in the wiki…


  • frankiezafe 17:22 on 2016-10-06 Permalink | Reply
    Tags: Blender, ,   

    Demo with of a chain using bullet:



    Meshes (displayable and physical) are desgned in #blender by @louise !



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

    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.


    Scripts are available in PE.2.0 assets folder.

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

    Notes about cones for tutorial.



    Original Vertices: 1155
    Exported Vertices: 6527
    Original Faces: 2192
    Exported Triangles: 2222
    MESHES: 2
    Extended Report:
    . mine-physics
    . mine
    . 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

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