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  • 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 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

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

    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):


    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.


    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.

  • xuv 01:32 on 2016-09-28 Permalink | Reply
    Tags: , Blender   

    Some news about the Blender 2.8 Viewport development.

    The Blender Foundation has defined a new major upgrade in Blender’s development with the release of version 2:8. And one of the big feature of this revamp is a new 3D viewport. Here is a detailed post about it. But what you might be especially interested in these lines:

    The new viewport will allow for more accurate preview of the external engine your project is targeting. Each engine may have different material and shading models, as well as unique screen effects. Whether you’re making assets for a movie or for a game, the idea is to see what it’s going to look like while you work on it.
    Game engines: Unreal (ii), Unity (ii), CryEngine (ii), Blend4Web (ii), Armory (ii), Godot (ii)

    Exciting times. Careful though, don’t rush into conclusions…

    (ii) Proper export of assets (with materials) to your engine of choice is not strictly part of the viewport project, and neither is the specific support of its shaders. The project will support Python addons so other developers can work on those integrations.

    So this means developers of external engines will have a way to integrate their engine as a preview directly in Blender. But It does not mean it’s done yet. Although seeing the growing popularity of Blender among 3D enthousiasts, the community behind each of those engines could be tempted to work on a dedicated Blender addon.

  • xuv 00:01 on 2016-09-24 Permalink | Reply
    Tags: Blender, , F/LAT, KDEnlive, , , ,   

    Polymorph weekly news #7 


    Welcome @louise! As a new member, she just joined the Polymorph team and this post will be presenting her to you and hopefully tell you more about her role and interest in the Polymorph project.

    I did not know Louise Baduel before having a conversation with her a couple hours ago. All I knew is that @frankiezafe had met her during the Blender workshop he gave at iMAL a few months ago and that he had offered her to work on the video game project he is working on for the company Contredanse.

    So Louise is a choreographer, dancer and videographer living in Brussels. She co-founded the dance collective System Failure and is interested in studying and understanding the relation between sound and performance. She also does video editing and wanted to start manipulating 3D objects and create them. That’s why she decided to come to a Blender class. She admitted having downloaded Blender 6 years ago, but needed a little push to get up to speed with the technology. And apparently, François’s classes were very helpful in that sense. So helpful that Louise agreed to join the Polymorph team and jump full time in Blender on a Linux system.

    Louise told me she had been quite interested in libre and open source software for a while. She is fed up with Apple’s logic. “I need to get out of this, she said. But working with video has been a show stopper for me as it is not as easy to do with Linux.” Now that she’s been working with Blender and Linux intensively for the past two weeks, she said she was ready to try video editing with Blender. She also tried KDEnlive last week but found it to be missing some features compared to FinalCut. But she likes this new approach to making things and will definitely experiment more now with this fully open source toolbox.

    At the same time she arrived at Polymorph, she also discovered F/LAT. She said she appreciate the feeling there and that everybody is happy to be helping each other when there is a problem or a question around open source software. “There is always someone available to answer a question” she said, and that helps her learn a lot every day.

    As you may have seen from @louise posts on this website, she is working on “Tuning Scores”, the code name for now for the video game being developed with professional dancers in mind. Tuning Scores is actually a series of techniques for dancers, put together by Lisa Nelson, to develop spontaneous compositions. And Polymorph is commissioned by Contredanse to port this into the virtual world of an interactive application, or so called, video game.

    There is many challenges in a project like this. It will be a game for two players. And there will have a palette of 3D objects to play with. The objects will be kept simple but the rules governing their behavior will be complex. Special attention will be given to the sound each object makes. The point here is not to be literal but to create a sensation. Dancers work with their feelings and need to feel the space they are in. The virtual world needs to be rich enough to invite the participants to interact with it and with each other. How will a dancer perceive the presence of another dancer in the game? How will they communicate? How can a dancer perform according to the rules of “Tuning Scores”? The players need to be able to repeat a set of actions s·he just made or play it backwards, freeze or sustain it. And overall what would be the purpose of this tool?

    Definitely there is a demand from Contredanse to get the word out about the “Tuning Scores” practice and the work of Lisa Nelson. This is one of the reason to come up with a project like this, but where could this head up to? Since sound is involved and reactive to the players actions, it could be a way to create or compose music. It could also be an application to put 2 dancers distant from each other physically and have them interact in the same room. It could also possibly be an instrument for live performance.

    All these questions will hopefully find an answer in the coming months, but they are certainly driving Louise research right now, with the help of the rest of the Polymorph team. This is a unique project and possibly the first of its kind. So keep an eye on this website for regular posts in this matter. And don’t worry, @frankie hasn’t left the development of PEEL. It’s advancing. Bullet is now integrated. But I’ll ask all about it when I’ll chat with Francois next week.

    In the meantime, stay tuned, and share responsibly.

  • Louise 21:46 on 2016-09-21 Permalink | Reply
    Tags: Blender, , game design, ,   


    Tuning Scores’s visuals are slowly progressing…
    We have made some new objects with several layers of textures and a floating toolbar!
    In the projet, users can make “calls” to the space. These calls are a way to invite the other users to do something – these calls can be triggered via icons. To avoid the “overlay” effect, we placed the icons in the 3d space. Therefore, they have the same status as the other objects in the playground.


  • Louise 17:56 on 2016-09-17 Permalink | Reply
    Tags: Blender, ,   

    First sketches of a new project.

    We are starting a new project called TUNING SCORES, in collaboration with Contredanse and based on the work of the choreographer Lisa Nelson, who developed with a group of dancers, an improvisation technique using both movement and verbal calls.

    TUNING SCORES is an intriguing way to investigate fundamental elements of performance, movement behavior, and communication, altogether. Through these, we communicate our desires, our imagination, and our memory, in a shared image space.

    We will turn these improvisation tools into a “video game”!

    These are the first sketches..


  • frankiezafe 16:58 on 2016-08-07 Permalink | Reply
    Tags: , Blender, , ,   

    Too much complexity.

    On the way home yesterday, i sketched the required modification to make to the joint generation algorithm to generate normales. And, sadly, i came to a point where the hours of works and analysis involved were too high, taking into account that this technique requires a shader to animate the model (another tricky point). The whole idea of generating everything programmatically is sexy, really, but i’ll drop it for now.

    Today, i opened blender 1h30 ago, and here is the result: object is UVed and boned, ready to be animated and will react correctly to lighting.


    About generative objects, an old idea is running my brain for a while: it will come back soon!

  • frankiezafe 16:14 on 2016-07-29 Permalink | Reply
    Tags: Blender, , ,   

    Complete Ogre.2.0 example!

    Very glad that the week ends with a good result: the basics are done: import and loading of objects, creation of lamps, input & frame listeners. Next week will be MUCH more cool!

    The main reason of my joy is due to the fact there is no available example of orge.2.0 available online.

    Workflow from blender to ogre is rather straight by using https://bitbucket.org/LSS_NorthWind/blender2ogre.

    OGRE Render Window_644

    With the help of a FPS style camera, it’s a bit easier to navigate in the world…

    OGRE Render Window_644

    OGRE Render Window_644

    • xuv 18:13 on 2016-07-29 Permalink | Reply

      Maybe you could post this on the Ogre3D mailnig-list or something. Get others to test it and maybe contribute back. Just a suggestion.

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