Blender

Unpacking Unity 3D projects

platform: windows 10 64bits recovery of Unity3D assets A windows executable made with Unity is usually (always?) composed of an .exe and a *_Data folder containing all the scripts, shaders, textures, meshes, etc. required to run the game.The files in *_Data folder are obfuscated for obvious IP reasons. When looking into it, you will sees

Retopology (manual and automated)

Retopology is the process of converting high-resolution models into something much smaller that can be used for animation. It can be a difficult process, but the basic idea is to create another mesh that simplifies the original HD asset. source: https://conceptartempire.com/retopology/ Manual This process is usually done manually with tools like Retopoflow, a superb addon

Softskinned & articulated platypus

After several hours of adjustments in blender, platypus has now more control points. As shown in the image above, mesh is controlled by invisible edges, acting as rubber bands. Playing a bit longer with group shrink and control points, and the model is really changing shape Model used is the Platypus from William Reynish under

B4D – blender for graphic designers

Ready with the notes about the quick training session of tomorrow, focused on fonts manipulation, svg import/export and rendering in blender. Repository: https://gitlab.com/frankiezafe/b4d

A small training about how to use fonts…

A small training about how to use fonts and curves in blender targeted to graphic designer of OSP. The intend is also to evaluate the influence and interest of 3d software in print workflows. This is an internal event.

Custom export python script for blender and custom…

Custom export python script for blender and custom import javascript for threejs to enable morphing of vertex normal in morph targets. It might seems a bit technical, but without this, the object loaded in threejs doesn’t react to light correctly: without this export, if faces change direction after deformation, the lack of normal morphing implies

Preparation of a 3d model for skeleton example…

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

Today a lot of bug fixes on the…

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: [Essential] Zip=../media/packs/PolymorphTrays.zip [General]

Dynamic scenes loading Based on an #XML description…

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:

Mentholed blender related issue in bitbucket A long…

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

Documentation about how to prepare meshes structure materials…

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…

Two python scripts to help work in 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