I imported a big 3DS file to my Unity scene and I would like to make it transparent.
My object is as big that has been imported as a mesh with 5 different "sub meshes" inside and some of them have materials (already imported).
Can someone shed some light on how can I do it? I'm thinking that maybe I need to do a loop to go through all the sub meshes and check the material there... but honestly... if that is a solution... I do not know how to do it...I'm using C# but this are my first steps on Unity and C#.
The user Mark is right. I need to start with baby steps before understanding the complexity of it. Sometimes I'm running too fast!
Thanks a lot.
Hello everyone I wanted to ask if I can import my animated tree from Blender to Unity if so how would I do it? Also I wanted to ask how would I make my tree do the animated over and over. So pretty much the tree waves a bit and leaves fall just want to know how to make it keep doing it over and over.
This is definitley possible if you export the model correctly
although I've never heard of this effect in a .blend file so
I assume you will need to export in a specific model format
You may attempt to export in .blend
it may work and it won't hurt to try
If it does not continue to animate (which it should)
Then you will need to export in a different format such as .md5 or .obj or .mm3D
or if your a good programmer or have a prgram buddy
then to can make your own export script for blender
and import script for unity :)
Hope this helps ,I apologize if it does not, and good luck :)
three.js comes with many useful controls, which cause camera movement in response to keyboard and mouse input.
They are all at https://github.com/mrdoob/three.js/blob/master/examples/js/controls and accessed in the code as e.g.THREE.OrbitControls .
However, I can't find any documentation or comments that says what situation to use what control for or what they are intended to do.
Can anyone point me to this information, or do I have to analyze the code to figure out if, for example, I prefer FlyControls to FirstPersonControls?
The documentation for the controls does exist, but it was deleted from the repository here. Seems like a bizarre thing to do, but there is an explanation of sorts here. I guess the docs were very incomplete anyway and it was easier to delete them than to finish them. :-p
The source code for most of the controls contains pretty decent comments. I know this isnt as good as proper documentation but it really helps to get a handle on how to set up the controls
The Controls are named by their purpose or the idea they implement. OrbitControls allow you to orbit around some kind of object. Same for Trackball-Controls although the trackball-scheme implies that the camera will rotate around without the up-Axis staying as it was like in orbit-controls. Fly and FPS-Controls are self-explanatory.
Just try the examples and you will see what the difference is. No need to analyse code. Just depends on what you want to achieve.
I have a question on a problem I've been struggling with.
I have been trying to figure out if the "bones" member in the Three.js JSON file format is supposed to be the bind pose of a skeleton?
I ask because, at the moment, I am exporting an avatar from DAZ Studio to Three.js, and that works fine. But as soon as I add the bones and animation everything is distorted. Basically, stretched out in the X and Y plane. I assume this is because I am exporting the "bones" and the "animation" members incorrectly. (Currently, I export the bind pose to the "bones" member).
The issue is that when I look for documentation on what is supposed to go into those fields, I can't really find anything. (Currently I just copied the format of the buffalo.js sample file on the three.js site). But obviously, I am outputting the bone translations, rotations and scales in the wrong coordinate space. Or maybe they should all be the bind pose??? I'm not sure... because I can't find anything to reference. I tried to use the blender exporter as a guide, but blender spaces and armatures are significantly different from what you find in DAZ Studio or Unity 3D.
If there is anyone out there who is familiar with the required coordinate spaces for values in the "bones" and "animation" members of the Three.js JSON file format, I would appreciate any guidance you could give me.
I am a bit too perplexed at the moment, and thought this might be a good time to "reset" and ask for a bit of guidance.
Thanx in advance to anyone who can help.
I am trying to do animations on iPhone using OpenGL ES. I am able to do the animation in Blender 3D software. I can export as a .obj file from Blender to OpenGL and it works on iPhone.
But I am not able to export my animation work from Blender 3D to OpenGL. Can anyone please help me to solve this?
If you have a look at this article by Jeff LaMarche, you'll find a blender script that will output a 3D model to a C header file. There's also a followup article that improves upon the aforementioned script.
After you've run the script, it's as simple as including the header in your source, and passing the array of vertices through your drawing function. Ideally you'd want a method of loading arbitrary model files at runtime, but for prototyping this method is the simplest to implement.
Seeing as you already have a method of importing models (obj) then the above may not apply. However, the advantage of using a blender script is that you can then modify the script to suit your own needs, perhaps also exporting bone information or model keyframes.
Well first off, I wouldn't recommend .obj for this purpose since the obj file format doesn't support animation, only static 3D models. So you'll need to export the animation data as a separate file that you load at the same time as the obj.
Which file format I would recommend depends on what exactly your animations are. I don't remember off the top of my head what file formats Blender supports, but as I recall it does not export Collada files with animation, which would be the most general recommendation. Other options would be md2 for character animations, or 3ds for simple "rigid objects moving around" animations. I think Blender's FBX exporter will work, although that file format may be too complicated for your needs.
That said, and assuming you only need simple rigid object movements, you could use .obj for the 3D model shapes and then write a simple Python script to export a file from Blender that has at the keyframes listed, with the frame, position, and rotation for each keyframe. Then load that data in your code and play back those keyframes on the 3D model.
This is an old question and since then some new iOS frameworks have been released such as GLKit. I recommend relying on them as much as possible when you can, since they take care of many inherent conversions like this, though I haven't researched the specifics. Also, while not on iOS, the new Scene Graph technology for OS X (which will likely arrive on iOS) in the future, take all this quite a bit further and a crafty individual could do some conversions with that tool and then take the output to iOS.
Also have a look at SIO2.
I haven't used recent versions of Blender, but my understanding is that it supports exporting mesh animation as a sequence of .obj files. If you can already display a single .obj in your app, then displaying several of them one after another will achieve what you want.
Now, note that this is not the most efficient form to export this type of animation, since each .obj file will have a lot of duplicated info. If your mesh stays fixed over time (i.e. only the vertices move with the polygon structure, uv coords, etc. all fixed) then you can just import the entire first .obj and from the rest just read the vertex array.
If you wanted to optimize this even more, you could compress the vertex arrays so that you only store the differences from the previous frame of the animation.
Edit: I see that Blender 2.59 has export to COLLADA. According to the Blender manual, you can export object transformations, and you can also export baked animation for rigged objects. The benefit for you in supporting the COLLADA format in your iPhone app is that you are free to switch between animation tools, since most of them export this format.