Macser
Mar 6 2012, 14:11
I'm not sure how many people are still interested in tackling this subject.But I thought I'd
put these tutorials out there,on the off chance that they may be of use.They aren't
doing much good sitting around on my Hd.
They revolve around version 2.49b of Blender.I'm familiar with,and use newer
versions,but they don't have Vektorboson's excellent P3d scripts.Check out this (http://forums.bistudio.com/showthread.php?97889-O2-light-to-Blender-to-O2-light) thread
from Sanctuary for more information.
Although you can get the model into O2 with uv co-ordinates intact,without exporting to P3d,
it's a lot handier to go straight in.As you can unwrap/map,paint and even weight your model
in Blender.You can also use layers to create meshes for Resolution,Geometry,Fire geometry,
Viewpilot etc.Unfortunately mass and proxies aren't exported and textures need to be redirected.
So O2 is still required to take care of this,and finalise the model.Only a small limitation as far as I'm concerned. :)
The tutorials also have a particular slant to them.As they were originally intended for members
of the Wh40k mod.But that shouldn't make it any more difficult to follow.The processes can be
applied to any modeling project.
If you find yourself in any difficulty,then let me know,and I'll do my best to sort you out.
This link should remain active for 30 days.
Tutorials.7z (http://www.mediafire.com/?ayvpbuln6p52yfm)
Notes:
If you're going to import an existing P3d,to check scale,then make sure you hit CTRL-A.
And apply scale and rotation to objData.This should ensure there's no scaling issues on
export.
put these tutorials out there,on the off chance that they may be of use.They aren't
doing much good sitting around on my Hd.
They revolve around version 2.49b of Blender.I'm familiar with,and use newer
versions,but they don't have Vektorboson's excellent P3d scripts.Check out this (http://forums.bistudio.com/showthread.php?97889-O2-light-to-Blender-to-O2-light) thread
from Sanctuary for more information.
Although you can get the model into O2 with uv co-ordinates intact,without exporting to P3d,
it's a lot handier to go straight in.As you can unwrap/map,paint and even weight your model
in Blender.You can also use layers to create meshes for Resolution,Geometry,Fire geometry,
Viewpilot etc.Unfortunately mass and proxies aren't exported and textures need to be redirected.
So O2 is still required to take care of this,and finalise the model.Only a small limitation as far as I'm concerned. :)
The tutorials also have a particular slant to them.As they were originally intended for members
of the Wh40k mod.But that shouldn't make it any more difficult to follow.The processes can be
applied to any modeling project.
If you find yourself in any difficulty,then let me know,and I'll do my best to sort you out.
This link should remain active for 30 days.
Tutorials.7z (http://www.mediafire.com/?ayvpbuln6p52yfm)
Notes:
If you're going to import an existing P3d,to check scale,then make sure you hit CTRL-A.
And apply scale and rotation to objData.This should ensure there's no scaling issues on
export.