sphere noob prob

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danyolgiax
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Joined: Wed Feb 28, 2007 4:36 am

sphere noob prob

Post 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
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Post 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.

danyolgiax
Posts: 81
Joined: Wed Feb 28, 2007 4:36 am

Post 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
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Post 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? :shock: update!

danyolgiax
Posts: 81
Joined: Wed Feb 28, 2007 4:36 am

Post 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

danyolgiax
Posts: 81
Joined: Wed Feb 28, 2007 4:36 am

Post 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
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Post 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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Location: Austria near Vienna

Post 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 :)

danyolgiax
Posts: 81
Joined: Wed Feb 28, 2007 4:36 am

Post 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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Post 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
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Post 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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