Dusty Phillips a écrit :
   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).
    

I'm about as new to blender as you, but I think this last is a
feature. Under blender, the Z axis is "up", but under Soya3D and most
gaming engines, the Y axis is up. Of course, if you turn the camera
and the model on its side, it doesn't make a difference, but
historically, Y is up. This helps make sense of the rotate_lateral,
rotate_vertical, and rotate_incline methods too.

  
Well, it was a "newbie question" .  :-!   But what I really wanted to say (bad english sorry)  is  when I have reoriented my character (in edit mode)  in Blender in order to correspond  to  soya axis,  may be I could have done something  wrong  that soya didn't like.  But this can't explain the  bad uv textures faces  I obtained in soya  , because  simple non reoriented  meshes  have the same uv texture problem for me.

Anyway I need to learn more. I think and I hope I have a badly configured uv texture mapping in Blender.


Can you export character models with good uv textures  in Soya ? And if yes, what's  your configuration ? 
Dusty

PS: Glad I'm not alone in my adventures with Soya. :-)
  

I'm glad too :-) .  But Jiba seems to be  the true hero that needs to be supported. --->  http://sousrealistes.over-blog.com/
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