The Road to PyWeek - Chibi Breed: A SourceForge Oops and my First Animated Model
I'm about ready to call it a day on my game, so I thought I'd post about a few things.First, when I applied for the SourceForge project name change, I hadn't read the notice at the bottom of the page that said that name changes were offline at the moment. Because of that, there's no wait for a name change that would stop me from working. >_>
Because of that, I finished skinning the model and then made a walk cycle for it. I'm actually pretty happy with how the animation turned out.
I've found out, though, that exporting animations for a Panda3D mesh from Blender is kind of funky. The exporter doesn't like handling multiple animations from a Blender model the way that Blender stores them, so I had to learn a couple of new things. Glad I'm doing this now and not during the compo! ^_^;
I might still be doing more work today, but for now I've got a model of a space marine with my first character animation. Very happy at the moment. ^o^
Tomorrow, I hope to have some kind of agent in some kind of game world. I may also have terrain tomorrow, if all goes well.
This has been fun so far. Hopes are high that it will stay that way. ^_^
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And I mentioned Soya3D back there. Soya3D is a really ugly thing, including its really nasty Blender "importing" that starts up Blender, %$#&'s at you a bit, then spits out a model. (Does it automatically, but it's really fugly) And Soya3D is the worst-documented library I've yet found. Most links in Soya3D's API are broken, and there's only about 1/5 of the manual. Thinking back to that, Panda3D's manual and API are very nice, even if there are a couple of sections missing here and there.
saluk on 2010/08/10 01:47:
Blender = heaven in a bottle. (If you "get" it of course)Exporting from Blender into anything = the other place.
It's good to hear you were able to get it down though! Pipeline management is never easy, in fact it is a bonafide profession managing the complex chain of tools developers use to make big budget games, and the more advanced your engine, the more complex it can get.
It wasn't the only thing that killed my mmo project a few years back (not by a long shot) but it was definitely an issue. We were using ogre at that time, after switching from using the blender game engine, and it really seemed like every thing we did to make it better actually made things worse. The art pipeline from within Blender was so much better lol. Just make the model, and it's already part of the engine!
It is a good thing to sort through this kind of stuff before you actually have a deadline. The smallest things that you never had thought of tend to come up at bad moments.
I'm glad you are still having fun!