Announcements, requests and support regarding the Blender Indigo export script
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danyolgiax
- Posts: 81
- Joined: Wed Feb 28, 2007 4:36 am
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by danyolgiax » Fri Mar 28, 2008 4:22 am
Hi all!
after 1 year I return to work with blender and Indigo and immediatly I found a prob.
I've to create a sphere... I've create an icoSphere and renamed it in xyz.sphere.
when I export it with Blendigo I have something like this :
<mesh>
<name>xyz.sphere</name>
<normal_smoothing>true</normal_smoothing>
<embedded>
<expose_uv_set>
<index>0</index>
<name>uv</name>
</expose_uv_set>
<vertex pos="0.361804 -0.587779 -0.723612" ...
when I expected <sphere>!!!
What I've missed?
Dox
(Blender 2.46, Indigo 1.1.5, Blendigo 1.1.5)
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SmartDen

- Posts: 999
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- Location: Canary Islands
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Contact:
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by SmartDen » Fri Mar 28, 2008 4:45 am
you've missed that the whole inner-life of blendigo was rewritten by me. Therefore some things dont work so as early. But it's on my TODO list.
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danyolgiax
- Posts: 81
- Joined: Wed Feb 28, 2007 4:36 am
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by danyolgiax » Fri Mar 28, 2008 4:57 am
ah!!
ok!... so i'll use it as is!!
thx!!
(Blender 2.46, Indigo 1.1.5, Blendigo 1.1.5)
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SmartDen

- Posts: 999
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- Location: Canary Islands
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Contact:
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by SmartDen » Fri Mar 28, 2008 5:29 am
danyolgiax wrote:_________________
(Blender 2.44, Indigo 0.8, Blendigo 0.8 beta 2)
are you really using such old software?

update!
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danyolgiax
- Posts: 81
- Joined: Wed Feb 28, 2007 4:36 am
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by danyolgiax » Fri Mar 28, 2008 5:32 am
No... just logged in and posted ... not yet changed my signature!
I'm using Blender 2.45, Indigo 1.08
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danyolgiax
- Posts: 81
- Joined: Wed Feb 28, 2007 4:36 am
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by danyolgiax » Fri Mar 28, 2008 5:54 am
SmartDen wrote:you've missed that the whole inner-life of blendigo was rewritten by me. Therefore some things dont work so as early. But it's on my TODO list.
but in this case... how to render a perfect sphere?
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SmartDen

- Posts: 999
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Contact:
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by SmartDen » Fri Mar 28, 2008 6:06 am
UVsphere->smooth->Subsurf:2 is "perfect" enough
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Kram1032
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by Kram1032 » Fri Mar 28, 2008 9:26 am
....and if you want to optimize the result even further (wont be much of a visual difference, though... biggest change will be on the poles

), add a cast modifier with spherify at 1

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danyolgiax
- Posts: 81
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by danyolgiax » Fri Mar 28, 2008 8:39 pm
WILCO!
but just a question, using:
<mesh>
<name>xyz.sphere</name>
<normal_smoothing>true</nor....
instead of <sphere>....
isn't slowly and more complex to render?... If I've a lot of spheres in my schene Blender should be slowed too... or not?
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Kram1032
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by Kram1032 » Sun Mar 30, 2008 11:02 am
more complex to render, yes....
you could also edit your scene file, after export

It's not that hard. you only need the radius and the coordinates

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5OnIt
- Posts: 157
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by 5OnIt » Tue Apr 01, 2008 6:14 am
SmartDen wrote:UVsphere->smooth->Subsurf:2 is "perfect" enough
Well... not always. If you add a subsurf modifier, don't forget to change the scale for the Z axis so it matches X and Y. If you don't, your sphere will be oblong.
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