Blender test assets

Hi everyone,



I’m looking for a volounteer to create well made test assets for blender loader.

There are some made by myself, but since I mostly focus on programming I do not have time (and abilities :wink: )to prepare them as they should be.



What I could use?

Since the loader supports blender 2.49 and 2.5+ I will need two sets of assets made with bot versions of blender.

Each file should contain a set of specific features to test. The files would look more or less like this:



modifiers.blend

constraints.blend

animations.blend

testures.belnd

transformations.blend



etc.



In each file one feature of a type should be placed in separate layer. For example a modifier.blend file should have different modifiers used in each layer.





If there is someone with apropriate skills in both versions of blender please write here or send me pm. We shall discuss the details :slight_smile:



Cheers,

Kaelthas







PS.

I’m not sure if this topic is in a good group , so if not move it :slight_smile:

1 Like

@baalgarnaal is livening up MonkeyZone a bit, so I pointed him to this thread. Apparently he could use some more information.



That said, this list of models is a pretty tall order. Like I’ve said before, I really think you’re giving yourself some unnecessary trouble by trying to support the soon-to-be-defunct 2.49 version of Blender. You’ve coded a great foundation for a 2.49 pipeline already; I would imagine anyone who really needs it could easily pick up from where you left it.



We keep seeing newcomers on this forum who are oblivious to the Blender Loader’s existence, for good reason: There’s been no announcement, and afaik there’s no wiki entry for it. Yet it’s already very functional and could very well become one of our most popular features, so I think the top priority for the Blender Loader right now should be awareness.



How do we create awareness? By loading great looking .blend models inside jMonkeyEngine. I strongly suggest browsing through Blend Swap, especially under the categories “game” and “featured”. With a couple of those models running smoothly in jME3, we could make a kick-ass announcement about it, and l think there’s a good chance others would pick up on the story as well.

Hi,



I have just tried to take a look at the blender import tool you created. I have downloaded about 15-20 model files from opengameart.org, that looked good enough for me, but when trying to import them most of them fails.



I am myself more a programmer too (have close to 0 experience with blender and other modelling tools), so unfortunately I cannot help you with preparing tests. All I can do is take a look at the importer source, and try to find out why these models fail, if that is a help for you. :slight_smile:

I can help.

@anthyon I know most still fails to load properly or to load at all :wink:

I’m still working on it and I’m testing it with blendswap models.

More and more are being loaded correctly.

Blender is quite complicated so it takes lots of time to load it properly.

Any help would be appreciated :slight_smile:





@mifth You mean helping with preparing the assets or with the importer ?? :slight_smile:

Yeah, if you need some model… with modifiers…

Can you tell what modifiers you need?

What I could use, is a blend file with the demonstration of all modifiers available.

The best would be to have each modifier on a separate layer.



Each object should be in a different position so that when you activate all layers they do not cross one another.



Could you prepare version 2.5+ and 2.49 ??

(If not then only version 2.5+) :slight_smile:

Ok, I started. I made 2.5 with modifiers: http://dl.dropbox.com/u/26887202/123/jme_blender/monkey.blend

2 Likes

Ok, I try to help there as well.

Btw: afaik all 2.5x mesh-related stuff is more or less compatible with 2.49b…I just loaded

mifth’s file and saved it as 2.49 file. Solidify and another modifier that are added in 2.5x are of course

not recoginzed…I also made one file with armature- and displacement-modifier.



Have a look here:

http://dl.dropbox.com/u/11752001/blender_modifier_stuff.zip



I’m not sure if you know the blender-regression-test? This is a bunch of blender-files using more or less every feature…

Have a look here:

2.5x: http://download.blender.org/demo/test/test257.zip

2.49 http://mirror.cs.umn.edu/blender.org/demo/test/test249.zip



I find it great you create a blender-importer. It is just amazing. Btw: The gamekit-guys also write a blender-importer, maybe have a look at theirs (c++) might be helpful!? http://code.google.com/p/gamekit/source/browse/#svn%2Ftrunk%2FEngine%2FLoaders%2FBlender2



Keep on rocking

2 Likes

Thanks @mifth and @ttrocha

That is really cool stuff :slight_smile:



I’m sure it’ll help me a lot :wink:

Hi, Kaelthas. I found a bug with *.blend Normal Map. I think there is something with normals, binormals or tangents.



I have got a blend model and j3m Material applied to it.







Uploaded with ImageShack.us







My code is:



[java] Spatial char_boy = assetManager.loadModel(“Models/LightBlow/jme_lightblow.obj”);

Material mat = assetManager.loadMaterial(“Materials/LightBlow/Lighting_System/LightBlow_Base.j3m”);

char_boy.setMaterial(mat);

TangentBinormalGenerator.generate(char_boy);

rootNode.attachChild(char_boy);[/java]



You can get my project here:

Download - http://code.google.com/p/jme-glsl-shaders/downloads/list

Mercurial repository - http://code.google.com/p/jme-glsl-shaders/source/checkout

The image is here: http://imageshack.us/photo/my-images/580/objblendbug.jpg

Amazing ! You’re a life saver :smiley:



I have a small bug for my very first blender import, a tree (I’m so original, I know).

The treetop’s material is transparent inside the 3D world, while it’s supposed to be a solid material.



http://dev2.ozone.elynx.fr/tree.7z



Possibly, your problem is here:

http://imageshack.us/photo/my-images/4/alphaaa.jpg/







Uploaded with ImageShack.us



Alpha is 0.304

Oh okay, thank you. It makes sense.

It’s not supposed to be activated since the “transparency” option isn’t checked.

I guess you don’t verify this check when you import the materials, that would be the problem :slight_smile:

mifth said:
Hi, Kaelthas. I found a bug with *.blend Normal Map. I think there is something with normals, binormals or tangents.

I have got a blend model and j3m Material applied to it.



Uploaded with ImageShack.us



My code is:

[java] Spatial char_boy = assetManager.loadModel("Models/LightBlow/jme_lightblow.obj");
Material mat = assetManager.loadMaterial("Materials/LightBlow/Lighting_System/LightBlow_Base.j3m");
char_boy.setMaterial(mat);
TangentBinormalGenerator.generate(char_boy);
rootNode.attachChild(char_boy);[/java]

You can get my project here:
Download - http://code.google.com/p/jme-glsl-shaders/downloads/list
Mercurial repository - http://code.google.com/p/jme-glsl-shaders/source/checkout



Kaelthas, I found that that problem happens because of tangent generator. When I add a tangent generator to a model:
[java] TangentBinormalGenerator.generate(char_boy);[/java]