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Help w/ Blender Exporter

Posted: Thu Aug 04, 2005 3:35 am
by jmonw
You'll have to excuse any ignorance in the question. I'm sorry for it. I'm a programmer by trade, and not and artist. Please be patient with me.

My problem is that I'm trying to export a textured ball. I make the sphere in Blender, and assign the texture to it, via materials, not UV face select. I get it set up the way I want (X,Y, and Z scaling, etc), and then try to export it. When I view the material script, though, there's no mention of any image (the texture).

How do I do this? I don't want to do the UV face thing, because it's a sphere and I wouldn't know how to do it.

Thanks in advance, and thanks for the wonderful tools to go along with the wonderful engine. I appreciate it.

Oh, and if you need more details, feel free to ask. Thanks.

Posted: Thu Aug 04, 2005 5:08 am
by discipline
The wiki wrote:The export script already supports a multitude of material properties, most notably: ambient, diffuse, specular, emissive, uv textures with and without alpha channel, vertex colours, normal maps, two sided faces.
http://www.ogre3d.org/wiki/index.php/To ... e_Exporter

Where is the "image" the material file is going to reference? Blender does not generate images and UV mappings for it's procedural textures. They are procedural. The exporter does not support all of Blender's procedural material settings, only the above.

Re: Help w/ Blender Exporter

Posted: Thu Aug 04, 2005 1:36 pm
by reimpell
jmonw wrote:I don't want to do the UV face thing, because it's a sphere and I wouldn't know how to do it.
There are several sources that explain how to create uv coordinates in Blender, most notably the corresponding chapter in the manual, a video tutorial and the release log for the "least squares conformal map" unwrapper. For a curved surface, like a sphere, there is a tradeoff between distortion and number of seams.

Posted: Fri Aug 05, 2005 2:53 am
by jmonw
Thanks for all your help!!! It worked. Now I'm in business. Thank you all very much!!!