Thank you for your answer. I'll do that. I have noticed that the "rem doubles" from the "mesh tools" could be useful too with non manifold mesh. That was the function I was looking for before my post.(I'm new with blender). But I need learning and testing more before saying how well it's working for me.

I have another problem with "blender2cal3d_2.py" with uv textures. the textures are exported and are drawn in Soya, but the "Y axis" is inverted. Simply said, the upper part of the texture specified in blender's uv face appears in the lower part of the uv face in Soya. And when two shapes with textures are superimposed the textures aren't drawn well too. (the textures are dispatched in different direction). Without textures there's no visible problem . I have tested this with my own hack of demos exemples, and with "game_skel-5.py" ( I replaced the Balazar character to test) I don't really think it's related but when I export a cal3d model and I launch it in Soya the Y axis in blender correspond to z axis in soya, and I need to reorient the character in blender (z axis is y axis).

Maybe the uv problem I encounter are well known or it's something stupid I do but I haven't found any explanation about this now.



Configuration :  blender 2.37a , soya 0.10 and cal3d 0.10




That usally means you have a non manafold mesh. Meahing Theres more then 2 faces per edge or an unused vertex. In blender an edge counts as a face, so if have and lose edges then remove then. You can make a simple script todo that, just remove any face that has a length of 2 vertices only.

From: Mathieu Boulier <[EMAIL PROTECTED]>
Reply-To: Soya 3D mailing list <[email protected]>
To: Soya 3D mailing list <[email protected]>
Subject: [Soya-user] from blender to cal3D polygons problem
Date: Sat, 23 Jul 2005 23:41:20 +0200

Hello,

When I use "blender2cal3d_2.py" I have noticed some problems with some models that have holes or complex shapes imported from other modelers. I have noticed too that when some blender tools are used, like "make edge/face" or when filling a hole, I can't export anymore.
I have messages such :

"Traceback (most recent call last):
 File "<string>", line 1650, in bevent
 File "<string>", line 1230, in export
IndexError: list index out of range"

I can't find a way to "clean" my shapes in such case, and I need to rebuild the objects. Do you know a function in blender or a tool to transform those polygonal objects, in order to be usable in cal3D and soya ?

I have red that the "balazar" demo model was available in blender file format . But it seems to be only available in the cvs oomadness project, who appears to be offline now. Could someone indicate me where I can obtain this model, or send me this model? I have built a simple character that works with soya in place of "Balazar", but I need to know more about what's possible and what's not, in term of modeling and rigging, and this model could be helpfull.

I have built a little world with the soya demos available. I find soya very promising and more simpler to use than java3d or other more or less immature API.




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