Bundling Blender?

Home Forum Troubleshooting jMonkeyEngine SDK Bundling Blender?

This topic contains 41 replies, has 18 voices, and was last updated by  Normen Hansen 1 year, 10 months ago.

Viewing 15 posts - 1 through 15 (of 42 total)
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  • #26831
    +10

    Normen Hansen
    2792p
    Keymaster

    Hi Monkeys.

    Coming from the same angle as the lately discussed inclusion of the JDK in the jMonkeyEngine SDK heres the next, even madder step in delivering a one-download game development package :D As the title suggests, we are thinking about bundling a version of Blender with the SDK :o

    Now, most of you noticed that asset import issues are among the most severe for beginners and advanced users alike which has various reasons. First of all “some model” != “game compatible model” and then theres one way to do it right in Blender and about 100 to do it wrong. If it was just like that, normal documentation would help. I mean we all know creating a game isn’t exactly childs play and can be demanding to your general IT skills ;) But the one part that completely kicks us off the road to an effective asset workflow is.. Blender updates :(

    Every version of Blender seems to break either the ogre exporter or the blender importer.. Or completely changes the way some effect or setup can be achieved (animation, texturing, baking etc). Personally I was using 2.49 for very long because the import workflow just worked..

    So, the idea is
    a) inclusion of Blender in the SDK download, it would not be installed in the system but live in the SDK folder, complete with preinstalled ogre export script etc.
    b) tighter integration of Blender in the SDK in the form of “open with” menu entries and a button to “Launch Blender”
    c) updates similar to normal SDK updates for that Blender version after they have been checked for compatibility, including the checked and updated ogre exporters etc.
    d) in the future use Blender as a “command line conversion tool” in the background to widen the support for model formats (the same way the SDK supports binary ogre models as opposed to the engine)
    e) addition of good scripts and things for game development (ideas?)

    Of course there would be an option to use a Blender version installed somewhere in the system instead of the internal one for those who want to use/test other/newer versions of blender. Think a checkbox and a path to the executable.

    Whaddy’all think? :)

    Cheers,
    Normen

    Edit: Btw the download would grow about 30MB.

    #189419

    Wesley Shillingford
    834p
    Participant

    do it!! :) asset importing has been probably the biggest issue I have had with jME. Although it is a lot better now, i still get issues, one way or another, and have to fork between different formats and settings until one works.

    Simplifying this, with a solid working *bug free* asset flow, even if it doesn’t use the latest versions versions of software would be huge imo

    #189420

    Johan Maasing
    265p
    Participant

    As a matter of taste I don’t like the bundling thing at all, I already have a JDK and Blender, why would I want another of each.
    However, for all the reasons listed this would be really good so I’ll +1 and thumbs up. Like the man said, do it!

    #189421
    +1

    kwando
    264p
    Keymaster

    I’d rather like a bundled artist instead, one that can make my models.. :P

    Yeah, importing models is one of the weak spots of the engine. If that can be offloaded to blender it would be good. Thumbs up, as long as it’s an opt in feature

    #189422

    t0neg0d
    1227p
    Participant

    I like it…. what version of Blender? Which ogre exporter? Will there be an option for which?

    #189423

    Normen Hansen
    2792p
    Keymaster

    @t0neg0d said:
    I like it…. what version of Blender? Which ogre exporter? Will there be an option for which?

    The one that works ^^ So right now that would probably be the latest version (2.63?) of blender as afaik it works with nightly and some ogre exporter..

    #189424

    mifth
    359p
    Participant

    Blender 2.64RC2 + ogreExporter 0.58… But I often use blender svn version… i hope it will be ease to switch to my custom blender build…

    Also latest blender builds are here: http://builder.blender.org/download/

    #189425

    Normen Hansen
    2792p
    Keymaster

    We’ll certainly not go with pre-elease or svn versions.

    #189426

    mifth
    359p
    Participant

    Blender 2.64 will be released in 2-3 weeks…

    #189427

    zarch
    690p
    Keymaster

    I’m finding the built in blender importer works well – I never did get the ogre pipeline working (although I stopped trying once I found the direct import and that worked).

    I think the idea is a decent one, so long as there is no problem with the blender licenses that might come from bundling it?

    I’m wondering if it’s worth doing a netbeans-like set of options when downloading the SDK – so people can choose what gets bundled with it. For only 30MB though I don’t think it is really worth worying about that complexity.

    #189428

    Normen Hansen
    2792p
    Keymaster

    @zarch said:
    I think the idea is a decent one, so long as there is no problem with the blender licenses that might come from bundling it?

    We could even name it the “jMonkeyEngine mesh editor” ;)
    From the blender.org site:

    Btw, this would in no way replace any functionality of the SDK as the frontend to edit actual jME data is needed in any case.

    #189429

    Wesley Shillingford
    834p
    Participant

    thats great and all but will it blend? :)

    http://www.youtube.com/watch?v=lAl28d6tbko

    and i suggest we keep it called Blender to avoid confusion :)

    #189430
    +1

    nehon
    1873p
    Keymaster

    @mifth said:
    Blender 2.64 will be released in 2-3 weeks…

    hehehe that’s spot on the problem….and 2.65 will be release in 2 months….and 2.66 in 3 months…

    @Kealthas made a lot of progress on loading things from 2.63, there is a new ogre exporter that seems to work. 2.63 brings B-mesh editing that is a lot more straight forward than previous mesh editing…I vote for blender 2.63

    Of course…future release of JME 3 SDK will be bundled with an updated version of Blender +ogre exporter. The idea is not to stuck blender in one version for ever, but to control what version is “compliant” with JME.

    #189431

    nihal
    48p
    Participant

    I use Blender and I use jME. But I am fine with it not being integrated.

    To be frank I use jME because of how easy and fast it is to get good results. Not because of the SDK, but because it is well structured and well documented – and because the community provides excellent support.

    #189432

    Normen Hansen
    2792p
    Keymaster

    @nihal said:
    I use Blender and I use jME. But I am fine with it not being integrated.

    To be frank I use jME because of how easy and fast it is to get good results. Not because of the SDK, but because it is well structured and well documented – and because the community provides excellent support.

    If you don’t use the SDK then this isn’t relevant to you anyway ;) I like to set up a development environment with one installer instead of over a few months as in jME2 times ^^

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