Posts Tagged ‘blender’

Liquidiser – a Blender to M3G converter

March 18, 2010

Recently I released Liquidiser, a new tool to convert Blender’s .blend files to M3G’s .m3g format. It doesn’t support the whole M3G spec yet but can convert static and skeleton-animated textured models which is the most important part 🙂
Apart from being a converter Liquidiser is also a library capable of reading entire contents of .blend files so can come in handy for those wanting to write their own converters or utilities.

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M3G model viewer

July 8, 2009
Perilith Knight

Perilith Knight

Recently I was busy modeling and animating a lower-poly replacement for Perilith Knight meant to be used with JME game I’m working on. All was dandy as long as I was working inside Blender. I exported the model a few times and it was all looking fine as a static mesh. Animated model was a whole different story…

I ran into all kinds of issues from animation not being played at all, being played at the wrong speed, wrong vertices being animated… long story short I needed a tool to preview model from all angles, at different animation steps, scaled, rotated, mashed… I needed a M3G model viewer.

Monster download of Wizzer Works’ M3G Viewer didn’t really bring the expected benefits as it refused to import any of my models. Nifty 🙂 A desktop application would be nice but at the end of the day what really counts is how a model looks on an actual device so a simple J2ME M3G viewer was the way to go.

If you think the left guy seems familiar you may be right. Although the model is different the texture is the same 😉 Actually I think I messed up with texturing of the knight too.

modelview

J2ME M3G model viewer

M3G export from Blender — strange texcoord problem

July 19, 2008

So far during development of a 3D game for JME-enabled mobile devices I’ve been using simple theme — single texture in each image. It worked but inevitably I hit texture memory limit on some devices. It turns out that merging several textures into one image (as shown below) indeed reduces memory usage but while doing so I hit an interesting problem with M3G models using such textures. Namely, if mesh is uv-mapped only to a part of texture image it is rendered with different part of texture. Here’s full story and a fix to M3G->Blender exporter.

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