Also at this stage let's don't judge anything. Brainstorm = no criticism. It's obvious that would be great to make at least 10% of that ideas, but let's don't kill our creativity, maybe something really interesting will born.
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Moderators: jesterKing, stiv
er...prob I see is quality control...it depends on the project, but usually in a game project you like to see top quality in every mesh and texture or anim...Dunno, maybe is just me. In MODs I have been , and freeware games (before I chosen this as a job, as later been hard to get home and work more on the matter.. yes, but not so focused..) , and problem nº 1 is always how to tell someone there are too many errors in a model , and is all based on no idea on proportions on the guy....Well, you don't tell him, he does for free....unless ask many times... Often you end up seing your model besides...er...other...things....Instead of only a few working on a game you could literally have a legion working on a project at the same time
Yes I agree with this greatly as I'm very familiar with maya and have a lot of art already created which needs to be in blender so I can use blender2crystal. The current state of collada is pretty much useless with compatibility between maya and probably 3dsmax (it chokes on materials, armatures with skinned models, armature bones with 0 length, models and armatures in the same scene but not skinned).DnasTheGreat wrote:So, my request is to import the importers and exporters a bunch. This, to me, was by far the biggest problem using Blender in a game development environment. If possible, it'd be nice to get all those scripts to the point that
you maybe could skip the BVH step, which anyway you have problems with, and instead use *.md5. i you have the game, Doom III, installed, I think then you have a way to export models from there as md5. There's the needed stuff at doom3world.org forums, probably at editing , models or animations subforums of doom3 section.I know as I read long ago. besides der_ton made an importer that till I read, was working greatly so to import md5 animated, and weighted characters into blender, (he made also an exporter, and Max I/O as well) .So you would have in a shot both animation , mesh and weights. In my experience, the EXPORTER out of Blender and the one for Max, worked quite well (knowing a pair of things which are found in those forums. basically, in the exporter, to put th etexture name in the 'shader', as both mesh and anim files, are ascii text. )The very last piece of the puzzle has been a way to get vertex weight/group data from maya to blender,
Thank you for your reply oin! Der_ton seems to have a nice plugin for importing md5's, but last time I tried using md5 it didn't work too well for me. The doom3+maya "glue" function seems to only work for maya 5 and using windows doom because I tried doing it and it never worked for me with maya 8 and linux doom 3. There was a maya exporter written for maya itself and independent of doom 3 but I got some awful results when I imported the model to blender (stretched out pieces, bones were weirdly rotated which didn't help, model had seams from the UV maps so they looked a bit ugly so normal maps didn't work too well then). This could be the maya exporter or der_ton's importer, I really don't have an idea.oin wrote:you maybe could skip the BVH step, which anyway you have problems with, and instead use *.md5. i you have the game, Doom III, installed, I think then you have a way to export models from there as md5. There's the needed stuff at doom3world.org forums, probably at editing , models or animations subforums of doom3 section.I know as I read long ago. besides der_ton made an importer that till I read, was working greatly so to import md5 animated, and weighted characters into blender, (he made also an exporter, and Max I/O as well) .So you would have in a shot both animation , mesh and weights. In my experience, the EXPORTER out of Blender and the one for Max, worked quite well (knowing a pair of things which are found in those forums. basically, in the exporter, to put th etexture name in the 'shader', as both mesh and anim files, are ascii text. )The very last piece of the puzzle has been a way to get vertex weight/group data from maya to blender,
I keep thinking game/animation formats , and support in scenery formats of lightmaps and normalmaps, is key here...