blender

how can i have the full control on my 3D human model?

眉间皱痕 提交于 2019-12-01 12:14:57
问题 I'm working on a project that i use a 3D human model made by makehuman and i want to interacting with it ( changing some feature like: height, width, leg long, etc..) i.e. full control. so i want to ask how can i do this in order to make some changes on the model features and then export it automatically(with code not using the tool) ??? 回答1: All that can be done by Python scripting 来源: https://stackoverflow.com/questions/5570727/how-can-i-have-the-full-control-on-my-3d-human-model

JSONLoader with texture

我怕爱的太早我们不能终老 提交于 2019-12-01 09:13:13
I made a shape with texture in Blender and exported it. Then with json loader displayed it. Almost everything is fine, geometry good, texture you can see on shape, but no colors. Just black and withe. How to display texture colours? What I am doing wrong? Json file: { "metadata" : { "formatVersion" : 3.1, "generatedBy" : "Blender 2.65 Exporter", "vertices" : 64, "faces" : 92, "normals" : 64, "colors" : 0, "uvs" : [133], "materials" : 1, "morphTargets" : 0, "bones" : 0 }, "scale" : 1.000000, "materials" : [ { "DbgColor" : 15658734, "DbgIndex" : 0, "DbgName" : "Material", "blending" :

ThreeJs and Blender (using colladaLoader): first contact

大兔子大兔子 提交于 2019-12-01 08:14:58
How can I render an exported scene (with many objects, each with different colors and different properties, such as rotation aroung an axis in the scene) from Blender (with colladaLoader -->.dae) in ThreeJs? MarcinKwiatkowski So, the first step is to learn how to create a scene in threeJs and learn some feature with Blender. When you are ready, create your first model and before exporting keep this in mind: you need to an object with vertices, so if you just create a text with Blender, you have to convert it to a mesh, otherwise threeJs will not render it be sure to choose the Blender render

ThreeJs and Blender (using colladaLoader): first contact

那年仲夏 提交于 2019-12-01 06:53:35
问题 How can I render an exported scene (with many objects, each with different colors and different properties, such as rotation aroung an axis in the scene) from Blender (with colladaLoader -->.dae) in ThreeJs? 回答1: So, the first step is to learn how to create a scene in threeJs and learn some feature with Blender. When you are ready, create your first model and before exporting keep this in mind: you need to an object with vertices, so if you just create a text with Blender, you have to convert

JSONLoader with texture

依然范特西╮ 提交于 2019-12-01 05:44:43
问题 I made a shape with texture in Blender and exported it. Then with json loader displayed it. Almost everything is fine, geometry good, texture you can see on shape, but no colors. Just black and withe. How to display texture colours? What I am doing wrong? Json file: { "metadata" : { "formatVersion" : 3.1, "generatedBy" : "Blender 2.65 Exporter", "vertices" : 64, "faces" : 92, "normals" : 64, "colors" : 0, "uvs" : [133], "materials" : 1, "morphTargets" : 0, "bones" : 0 }, "scale" : 1.000000,

Importing model into three.js - performance

笑着哭i 提交于 2019-11-30 10:49:21
Is there a good/recommended approach regarding performance to load a 3D model from file to be used in a three.js JavaScript application (especially where the model is generated in Blender)? I currently have the following workflow: Create model in Blender. Export using the three.js exporter. Load from javascript using THREE.JSONLoader This works great except that the resultant JSON file can be around 4MB and it would be good if I could reduce this size. I am wondering what the best approach is: - Minify the JSON file (a bit tricky as most of the js minifiers I have come accross don't seem to

How to convert Blender blend (or obj) file to Qualcom Vuforia .h file

末鹿安然 提交于 2019-11-30 06:32:48
问题 I'm developing an iOS app with augmented reality using Qualcomm Vuforia and I have difficulty in understanding how to create 3D models from Blender (or other softwares). All the examples use .h files with the coordinates of the vertices to generate i.e. a teapot. I can not find documentation useful for me. Is there a tool to convert .blend or .obj files to .h (OpenGL ES)? thanks 回答1: I developed a script called mtl2opengl that does exactly what you need, based on the project obj2opengl. The

How can I export DAE files for use in Scene Kit without seeing “untitled-animations”?

丶灬走出姿态 提交于 2019-11-30 05:54:24
问题 I am trying to load animations created in Cheetah 3D and Blender 3D into Scene Kit, but all I get is a bunch of "untitled-animations" with each one being the same animation. Does anyone know how to properly export these from Blender or Cheetah 3D so that Scene Kit can use them? 回答1: I dug into this because it was annoying me too. All of the "untitled animations" are individual animations for each bone. You can get the id from the attributes inspecter in the panel on the right side of xcode.

Frequency Analysis in Python

给你一囗甜甜゛ 提交于 2019-11-30 05:05:36
I'm trying to use Python to retrieve the dominant frequencies of a live audio input. For the moment I am experimenting using the audio stream my Laptop's built in microphone, but when testing the following code, I am getting very poor results. # Read from Mic Input and find the freq's import pyaudio import numpy as np import bge import wave chunk = 2048 # use a Blackman window window = np.blackman(chunk) # open stream FORMAT = pyaudio.paInt16 CHANNELS = 1 RATE = 1920 p = pyaudio.PyAudio() myStream = p.open(format = FORMAT, channels = CHANNELS, rate = RATE, input = True, frames_per_buffer =

Blender export to Three.js

隐身守侯 提交于 2019-11-29 20:27:13
I just created a random mesh using Blender and I want to export it to be used in HTML5 via the Three.js. I haven't seen any decent tutorials that shows how to do this. Can anyone help me out with this? I just want the 3D Mesh to display in the web, no animations included. Thanks! The easiest way I found after many searches and trial and error was Three.ColladaLoader . Place your .dae files in a folder titled models in your /root directory. I found the Blender JSON exporter less reliable. Call the PinaCollada function from within the init() function, somthing like this: function init(){ scene =