blender

Blender mirror modifier doesn't export mirrored half

两盒软妹~` 提交于 2019-11-28 10:49:19
问题 When I use mirror modifier in blender and export my collide (.dae), my exported object doesn't have include the 'mirrored half' but just has the side where I didn't delete the faces. Help? 回答1: When exporting to DAE, look in your Toolshelf Properties and try selecting "apply modifiers" 回答2: If mirror modifier is not applied, all mirrored vertices are not considered as "true" vertices. You just have to apply the mirror modifier in object data panel. 来源: https://stackoverflow.com/questions

Blender exports a three.js animation - bones rotate strangely

北战南征 提交于 2019-11-28 09:29:03
I'm currently trying to export an animated blender model to three.js using the exporter of three.js (github.com/mrdoob/three.js/tree/dev/utils/exporters/blender/2.66/scripts/addons). I've created a model including bones and weights and a tiny animation. The problem I have: The model gets broken. Somehow the bones don't rotate around their origin but around the origin of the root bone. Moving the bones manually does not make a difference. I followed these tutorials: devmatrix.wordpress.com/2013/02/27/creating-skeletal-animation-in-blender-and-exporting-it-to-three-js/ dev.mothteeth.com/2012/10

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

ぃ、小莉子 提交于 2019-11-28 03:43:33
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? FlippinFun 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. Using swift like so, you can get your animation. let urlOfScene = Bundle.main.url(forResources:

Model with bones animation (blender export) animating incorrectly in three.js

一个人想着一个人 提交于 2019-11-28 03:33:39
问题 I am currently working on skeletal animation tests in three.js. I have a simple model which animates just fine in blender. Basically it consists of three stacked, bending cubes. When I export the blender file to the three.js using the blender export plugin with Blender V2.64, the animation in the webGl context appears different as if the skinweighting is wrong. WebGL-Demo: http://rainbowrangers.de/threejs/animation_test01/ Blender-File: http://rainbowrangers.de/threejs/animation_test01/model

Three.js load multiple separated objects / JSONLoader

僤鯓⒐⒋嵵緔 提交于 2019-11-27 21:54:39
问题 is it possible to load a scene (e.g. two different cubes) exported from blender to json and identify them? I need to distinguish between them e.g. to make one rotating and the other moving. Thank you in advance! Denv edit+++ Thank you for your answer! So if I load two cubes in one JSON file: loader.load("untitled1.js", function(geometry, materials) { mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial(materials)); mesh.scale.set( 10, 10, 10 ); mesh.position.y = 0; mesh.position.x = 0;

Recommended 3D model type for in-game character model, loaded manually?

僤鯓⒐⒋嵵緔 提交于 2019-11-27 18:19:56
问题 I'm writing a game in JOGL and need to represent the in-game character. I plan to use skeletal animation for the character movements, and of course the character will be skinned. I can't seem to find any good model loaders for JOGL so I plan to load the filetype myself, based on specs or something. I also plan to use Blender as my 3D modeler, so some type that exists in there would be best. What filetype do you recommend I use? .blend? .x, .3ds, .md2/3/5, ...?? Remember I'd like something

Modeling in Blender: Soccer Ball

余生颓废 提交于 2019-11-27 14:14:21
软件环境 Blender 2.80 参考教程 Blender Tutorial: Soccer Ball with Stitching https://www.youtube.com/watch?v=AYC69tt-KMI Render Results 练习笔记 Add mesh: Icosahedron(二十面体) Poke faces: Splits each selected faces into a triangle fan Subdivide: 细分 Smooth Vertices Cast modifier: 投射到球面上 来源: https://www.cnblogs.com/benxie/p/11366982.html

Including textures when exporting from Blender to COLLADA/.dae format for use in SceneKit

|▌冷眼眸甩不掉的悲伤 提交于 2019-11-27 10:59:11
问题 I am able to export meshes created in Blender for use in SceneKit by using the COLLADA/.dae format - however no textures show up on iOS device. Also, Preview on OS X won't open any COLLADA file exported from Blender - yet the sidebar preview does show the mesh. What are the options needed at export to make this work? 回答1: Create a scnassets folder first (not required but useful) Create a folder on your desktop and give it an extension of ".scnassets" Put your collada(.dae) file along with any

Auto-Rig Pro文档翻译:安装

我的未来我决定 提交于 2019-11-27 03:53:44
Blender 2.81 AutoRig Pro 3.43.22 安装 在Blender Market有两个版本可供下载 Auto-Rig Pro 3.40 对应 Blender 2.79 Auto-Rig Pro 3.41 及以上版本对应 Blender 2.8(译者注:目前已经出到3.43.22) 把zip文件解压以后,如下 里面包含两个文件: addons 里面是要安装的插件 remap_presets 是重映射的预设文件 安装插件: Auto-Rig Pro 常规安装方式 Proxy Picker 常规安装方式 Rig Tools (extra) 这个和Auto-Rig会冲突,如果安装了 Auto Rig就不要安装这个了。 来源: CSDN 作者: 开发游戏的老王 链接: https://blog.csdn.net/hello_tute/article/details/103204381