Exporting Blender Models

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A few tips when exporting from blender into Max

  • If you don't do a UV unwrap on a model in Blender then you can't export the textures with the model.
  • If you didn’t use the triangulate modifier (end of the modifier chain) results can vary on export, plus Jitter is happiest with tri’s not quads.
  • Go into edit mode with the object, select everything with "a", then select remove doubles. This removes any vertexes that are in the same location.
  • Also try setting "jit.gl.model optimize 0" to keep jit.gl.model from removing any vertexes that are double(in the same location). This means that the vertex order will be exactly the same as when the model was exported.
  • Other options which can help are /include normals and /Keep vertex order.
  • If you load a model into Max and its facing is incorrect, then select the model, go into edit mode (tab) press "a" to select everything and then rotate the model to the correct facing. Go out of edit mode.
  • If your object is not exactly at the world co-ordinates of 0 0 0 in Blender then this offset will be included when you import the model into max.
  • If the origin of your model is incorrect then press Shift+ctrl+alc+c. This gives you the options to change the origin of the model. Cannot be done in edit mode.
  • Use Collada, on export use selection only + export with modifiers for non destructive exporting.You can also export the model with textures and UV wrapping data.
  • To render a simple animation without using the collada format the export as .obj setting can be used. Select your 1st and last frame in blender for the animation.

When you export select /selection only and /Animation.

This will export one obj object per frame. In max you can then use a jit.gl.model object and send the read command with the file name appended by the obj number. As long as your model isn't too complex with the amount of faces then Max will load the models so fast that you'll have a smooth animation. This is a great way to animate mesh transformations in blender without having to use skeletal rigging.

- Collada is the best format if you want to use easily include UV mapping and texture files. On export select the following. -apply modifiers -selection only -include uv textures and include material textures. When this model is loaded into Max then the UV data and texture is loaded automatically.

- For clear examples on how to simulate the following modifiers in Blender within Max.

  • Array modifier.
  • Displace Modifier.
  • Dupliverts function

Check the following patch made by Rob on this page https://cycling74.com/forums/topic/blender-modifiers-in-jitter/

The Patch from Mmarko shows a great way for beginners to cycle through jit.bfg settings which is the same as doing Mesh displacement in Blender with procedural textures with the displace modifier.

This page shows how to export groups and "draw groups" from Blender so that materials and Uv textures can be exported with multiple models

If you can't see your model in Max you may have to send the message "draw_primitives triangles" to jit.gl.render.