CAL3D Loader and Viewer

mcbeth said:
"process of elimanation", best that I can do considering I'm not an expert. and as for available time................................................


I think that is the best way to work. At least IMHO and I am not a really expert coder too, even if in the last 2 year I studied a lot Java, becouse there are people that studied more than me :D.

Anyway, I am glad to announce that I have just modified with succes the Worldforge version of the blender2cal.py exporter (currently tested with the original Cal3D Miniviewer), that had some code error in the "Export for Soya" option.

Basically the "Export for Soya" option is responsible to rotate the system axis to fit the Soya3D engine system orientation.

Due to the fact that this rotation depends on a single variable creating a custom version for jME should be really easy.

As I predicted the correction of the rotation of the system axis resolved the strange problem that I reported some post above (object torsion instead of flex).

TODO: I have to correct the system axis rotation conversion to fit jME system orientation. And maybe adding some more customizzation to the Blender GUI of the script.



Still not tested with jME.

*****
In the previous test I used the Eternal Lands version of the blender2cal.py script. I explored the two codes with a diff utility and the interested block of code is exactly the same.

Worldforge version http://purple.worldforge.org/cvs/forge/scratchpad/elefth/blender2cal3d_2.py
Eternal Lands version http://www.eternal-lands.com/misc/blender2cal3d_3.py

Soon I will post my corrected version.