
- #ULTIMATE UNWRAP 3D CONVERT TO QUADS HOW TO#
- #ULTIMATE UNWRAP 3D CONVERT TO QUADS TRIAL#
- #ULTIMATE UNWRAP 3D CONVERT TO QUADS FREE#
That's why u see at th eend of anim the weird, weird polygon in the knees, and many other. I did so as I only wanted to do a quick rig for test. But I might risk glance at it.Ī video capture here (you'll need divx codec, just others did not worked well):īut consider I weighted it using just pick vertex to closest bones, that is, the automatic weighting of Blender, so it's pure crap weighted, u can't even flex his arms well. I havn't looked at the animation export that deeply yet, because I'm animating the stuff in realtime in my app. Mhm, but the X axis flip issue seems odd to me. But this leaves the skeleton wrong.īut now I found a better way to really convert also the skeleton from left handed to right handed without scaling it in Z. I also wrote a Z flip function for the mesh that flips the coordinates without scaling.

But I didn't really got it flippin the faces in blender so it gets exportet correctly. This flips the faces so they have to get flipped back.īen wrote that this has to be done by the user itself. So it's gotta be converted somehow.īen did it with scaling the Z axis of the whole mesh/armature construct by -1. So the Z axis points in the other direction as in the X format or the Irrlicht engine which use a right handed system. The thing is, that Blender uses a left handed coordinate system. (not writing one closing bracket too much anymore). Meshes without an armature are now exported properly Vermeer, thanx for testing! First, I just released version 1.0a fixing 2 things: I needda makes some harder test though, today I'm too tired now. Quite a good news for character animation for irrlicht.
#ULTIMATE UNWRAP 3D CONVERT TO QUADS FREE#
In conclussion, if u add a flip X axe, it'd be great, and in general, this makes Blender+ x exporter, in certain aspect, more powerful than Character Fx comercial tool, as with empties and good knowledge of ik solvers, and Blender in general, you can do some sort of joint pinning, In no way as good as Character stuio's or XSI's one, buit HEY! it can be done and witha free product! I guess in Ultimate will only be needed the weld.Ultimate has a normals fix too, but I see you can even recalc normals trough the script, so,perfect. Maybe that'll do all.Īs i said, I have the work around I explained for any one to use it on the origin (I meant origin, th eorigin of the armature, hope I wrote it well, I'm too tired now, the origin must be in 0,0,0, while you have interest on the armature be jumping and all to make it cool) surely will do the trick, as all other errors I had before seem to have gone away with these complex sample file I made. The only needed thing, probably, in Ultimate unwrap (so to be able to export to several engines from there) is maybe the x axe flipping of.I think the skeleton. And happens way often importing x animations.
#ULTIMATE UNWRAP 3D CONVERT TO QUADS HOW TO#
Not a prob, any Ultimate unwrap knows how to do it. Well, the fact is thanks to your modification and settings, it seem to load well in deep exploration demo, and.Ultimate unwrap, though a weld model, vertex-only, is needed. This way, it bakes it all, so though the script can't read ik solvers and stuff, it can use it as I make it. It works if I just hit a in bones mode and hit i loc rot size, so it skeyframes every bone whenever I see I made a keyframe on f any bone or object in the timeline.

empties that will be used as pinning objects, so I can glue feet to the floor while I pose th emodel in any way. It is an fps model I have, (i terribly weighted it using only automatic blender weighting, no careful setup, just to test) in which I wanted to use:

Well, I have used it with a complex file I have for hard testing the ben script.

#ULTIMATE UNWRAP 3D CONVERT TO QUADS TRIAL#
Avoids the coder later on trial and error relocate th echaracter, an dusually without the artist help. This clever way allows jumping, crouching straffe jump to the sides, etc.so needed in fps, but also needed in any human animation. well, not the armature in oject mode, but in ctrl+tab mode, bones posing mode (bone sturn blue) This mode, when u just select all bones with A key, and hit g (or gx to move in x axe, etc.) you move all skeleton, but not origin! It yet does not translate the root movement, but that's a limit in Ben's script, and he though of a workaround.moving the root using. Very useful all those settings, they are life saver.īTW, it did not trigger a graphical UI, I just edited the values in the script in some point where I so them with some values predefined.like invert normals = 0 and things like that. So it be nice also an x flip setting too. No, I'm almost sure, it's Blender's X axe.Īs it flips back the z to good position, but the character skeleton is facing to his back, though correctly inside the model. Ultimate Unwrap flips the skeleton or the mesh in z direction, as u seem to have be nice a new setting: invert also in.
