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 illumination_stage 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: