Category | Blender Exporter |
Created | 07.05.2013 14:35 |
Tom S. (Unknown) | 07.05.2013 14:36 |
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I have no idea about 3D modeling, so it took me a couple of hours to figure out how to edit an element that I exported from Giants Editor, but so far I have spent more than seven hours getting absolutely nowhere with re-exporting the damn thing! I have edited a graphical element from a mod; basically removed one artifact that did not belong and I have adjusted the placement of a couple of parts of the element a bit. I exported the element from the mod to both an .i3d and an .obj (to import it in Blender). In the .i3d file I can see that the element had 8844 vertices, which fits well with the vertice count of 8820 I see in Blender after editing. The first many attempts at exporting to .i3d from Blender I ended up with an almost empty .i3d file with no vertices. Then I read somewhere that the element needs a surface to be exported. No matter which combination of adding a Material with or without Texture in Blender, I either end up with an almost empty .i3d file or a super-bloated .i3d file with over 46000 vertices. How do I add a simple surface without ending up with an .i3d file that is more than five times larger than it should be? It does not matter what surface material I end up with, because all I need from the export .i3d file is to be able to copy/paste what is between the <vertices...></vertices> and <triangles></triangles> into the .i3d file of the mod I am working on. I am working with Blender v2.62 and Blender Exporter Plugin v5.0.1. |
Mike Peschke (Mike_77) | 23.10.2013 19:57 |
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You simply have to select your object in blender while exporting. You will see an orange line around your object. |
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