@minimy
Yes, the information in both your last two posts will be very helpful, thank you.
I'm definitely learning from your help, thank you very much.
I do have a UV mapper program called UV Mapper Pro.
Search found 311 matches
- Mon Oct 20, 2025 12:28 pm
- Forum: 3D Programming
- Topic: What file format works best when using Assimpconverter?
- Replies: 13
- Views: 623
- Sat Oct 18, 2025 6:33 pm
- Forum: 3D Programming
- Topic: What file format works best when using Assimpconverter?
- Replies: 13
- Views: 623
Re: What file format works best when using Assimpconverter?
The Orge plugin in Blender 2.83 exports a .mesh and .scene. I am assuming that Purebasic and fragmotion are not compatible with .scene file format?
Instead of exporting to .mesh from Blender, I have been exporting to .obj then importing the .obj into fragmotion.
[Edit:] If I create each part of the ...
Instead of exporting to .mesh from Blender, I have been exporting to .obj then importing the .obj into fragmotion.
[Edit:] If I create each part of the ...
- Sat Oct 18, 2025 3:42 pm
- Forum: 3D Programming
- Topic: What file format works best when using Assimpconverter?
- Replies: 13
- Views: 623
Re: What file format works best when using Assimpconverter?
It's when converting .x files. There are diferent coordinate systems, and there is some transformations (did not spent time to investigate it in details) that are not necessarily used with every mesh, where some angles are in a reversed coordinate system, and causes a distorted mesh when saved ...
- Sat Oct 18, 2025 3:52 am
- Forum: 3D Programming
- Topic: What file format works best when using Assimpconverter?
- Replies: 13
- Views: 623
Re: What file format works best when using Assimpconverter?
I have noticed at least on my computer ( Windows 10 64 bit, AMD 4.4 Duel core processor, Nvidia Geforce GTX 1080 8GB, 16GB Ram, fragmotion has trouble importing/loading objects to some degree. My 2 soccer(English footbal) goals consist of 11 objects each and the pitch has 5 objects(the playing field ...
- Thu Oct 16, 2025 1:25 pm
- Forum: 3D Programming
- Topic: What file format works best when using Assimpconverter?
- Replies: 13
- Views: 623
Re: What file format works best when using Assimpconverter?
https://github.com/OGRECave/blender2ogre
No need c or c++ neither.. hehe :mrgreen:
Im using 2.83 with this addon, but if i remember good 3.x include the plugin. (im not sure)
You need to copy the folder io_ogre to 2.8\scripts\addons\io_ogre
This work with blender 2.8 to 3.5 i think
Set enable ...
- Wed Oct 15, 2025 11:49 pm
- Forum: 3D Programming
- Topic: What file format works best when using Assimpconverter?
- Replies: 13
- Views: 623
Re: What file format works best when using Assimpconverter?
Blender 2.83 with Ogre plugin. No need export or learn xml, you can export direct to .mesh ogre with blender, fragmotion and delEd.
The big problem with ogre is the lack of documentation, And it's a shame because it's a great graphics engine
My only issue with using Blender with the Orge plugin ...
- Tue Oct 14, 2025 11:17 pm
- Forum: 3D Programming
- Topic: What file format works best when using Assimpconverter?
- Replies: 13
- Views: 623
Re: What file format works best when using Assimpconverter?
Hi,
What format does work best? I have used .obj and .dae .
I have been using Blender to create the object/s. When I create object consisting of multiple objects or a scene with multiple objects and export it out, then run it through the converter, the material file doesn't list things in any ...
- Tue Oct 14, 2025 12:20 am
- Forum: 3D Programming
- Topic: What file format works best when using Assimpconverter?
- Replies: 13
- Views: 623
What file format works best when using Assimpconverter?
Hi,
What format does work best? I have used .obj and .dae .
I have been using Blender to create the object/s. When I create object consisting of multiple objects or a scene with multiple objects and export it out, then run it through the converter, the material file doesn't list things in any easy ...
What format does work best? I have used .obj and .dae .
I have been using Blender to create the object/s. When I create object consisting of multiple objects or a scene with multiple objects and export it out, then run it through the converter, the material file doesn't list things in any easy ...
- Wed Jul 02, 2025 6:41 pm
- Forum: 3D Programming
- Topic: AddMaterialLayer()
- Replies: 17
- Views: 2024
Re: AddMaterialLayer()
Don't mention it, your welcome. I'm glad if I was able to help a little. I'm learning also with these.
Just thought I'd post this short video I made last night. I recorded it with an old version of Movavi and my screen refresh rate is 144 fps lol. So it is crappy recording lol. I will learn a ...
- Wed Jul 02, 2025 6:15 pm
- Forum: 3D Programming
- Topic: AddMaterialLayer()
- Replies: 17
- Views: 2024
Re: AddMaterialLayer()
There is no main mesh. A mesh is composed of submeshes, and it has at least 1. All the 31 item is a submesh in your model. Some of them are textured, some of them are not. (but they have color in their mesh data, and they are visible. Those just do not need a textured material.)
The material name ...
- Wed Jul 02, 2025 5:39 pm
- Forum: 3D Programming
- Topic: AddMaterialLayer()
- Replies: 17
- Views: 2024
Re: AddMaterialLayer()
(why/how you chose the case numbers you did)
I think I can tell this in an easy way. If you open the material file, there will be 31 record in it. The first is the submesh number 0 (used in the cases), the second is the number 1 etc.
If the record contains texturename, I apply the submesh ...
- Wed Jul 02, 2025 4:18 pm
- Forum: 3D Programming
- Topic: AddMaterialLayer()
- Replies: 17
- Views: 2024
Re: AddMaterialLayer()
I will try to explain. You said your model has 31 subentities, then posted the material file. The material file had the info how to texture the 31 submeshes in order. The numbering of submeshes/subentities starts with 0 (up to 30 with this model). I made an iteration. The case numbers are ...
- Wed Jul 02, 2025 3:47 am
- Forum: 3D Programming
- Topic: AddMaterialLayer()
- Replies: 17
- Views: 2024
Re: AddMaterialLayer()
@miso
I'm trying to learn from the code you wrote. What is the purpose of the cases not being 1, 2, 3, 4 etc.. Instead you have 1, 4, 5, 9, 10, 11, 12 and default. How did you figure that it needed to be that way and what is it for? I do know why the For x = 0 To 30 is there, it is for the 1 main ...
I'm trying to learn from the code you wrote. What is the purpose of the cases not being 1, 2, 3, 4 etc.. Instead you have 1, 4, 5, 9, 10, 11, 12 and default. How did you figure that it needed to be that way and what is it for? I do know why the For x = 0 To 30 is there, it is for the 1 main ...
- Wed Jul 02, 2025 12:49 am
- Forum: 3D Programming
- Topic: AddMaterialLayer()
- Replies: 17
- Views: 2024
Re: AddMaterialLayer()
I don't see any problems with that code by looking at it. (besides the event handling, but that does not cause problems with the visuals)
For the record, I tested to texture submeshes with multiple textures, and it worked fine. I used threedsliders monkey model, as it has the eyes as a submesh ...
- Tue Jul 01, 2025 6:45 pm
- Forum: 3D Programming
- Topic: AddMaterialLayer()
- Replies: 17
- Views: 2024
Re: AddMaterialLayer()
If you use the GetScriptMaterial() command, it should texture your model just right with that material file. If you want to manually add them, use the different materials for the submeshes. (As I said, I did not test this, but I assume that should also work.)
I am getting somewhere, but I don't ...