I'm using MakeHuman 1.0.2, and I've exported the .mhx file (for Blender). I received the .mhx file and a texture folder. The texture folder includes the following:
eyebrow - eyelashes - eye - teeth - tongue_diffuse
The skin is not included, and I can't seem to find out how to export it. I've exported the same model in several different file formats, and the texture folder never receives the skin texture.
Is there anyone that knows how to export the skin texture for MakeHuman 1.0.2?
I finally figured this out on my own, and I'm posting this for anyone else that needs to know the answer.
MakeHuman doesn't export the default skin. You'll have to go to Materials --> Skin --> then select a skin (other than default) from the menu to the far right. After you do that, export the model, and your texture folder will have the skin texture in it.
Related
I'm currently trying to export a .max file to .mesh and it success.
The problem is that I don't have any color on my form (it's a basic cylinder actually).
Easy Ogre Exporter gave me several more files like .scene .material .cg .program. I tried to set this .material to .mesh entity but it's still white.
Please help me, I really searched on the web but found nothing working.
Best regards,
Coucka
If Ogre encounters an issue with your materials / shaders / textures, it usually falls back to a material called "BaseWhite", which might be what you are experiencing.
First step: Check the Ogre.log file to see if the *.material file was loaded at all and if there were any error while parsing it. You should find an entry similar to this one:
23:45:10: Parsing script Test.material
If your material is also using the shader that was written into the *.cg shader file, check that it is loaded as well without any errors, plus check that a valid shader profile was used, that your hardware supports (otherwise you will find a note in the log, telling you that no supported profile was found). The supported shader profiles will also the output into the log file, like so:
23:45:10: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
If you are using textures on your model, make sure that the needed texture files can be found by Ogre. To do so verify that all paths from where Ogre should load resources are listed in the configuration file resources.cfg. Also for textures to work, your model of course needs to have exported UV coordinates. If the texture was successfully loaded, the following entry should appear in the log (the types and formats of course could be different):
23:45:10: Texture: Texture.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) Internal format is PF_X8R8G8B8,256x256x1.
I have a 3-D object I created in blender. I would like to export it from blender and be able to import it into OpenGL. Is there a method or specific file extension recommended for this process?
From Here:
Use obj files. Simple text files that describe a 3d model. Then in opengl load the data into vertex arrays, and display using openGL. There is also window management to take care of.
Try python SDL and/or pygame to get you started.
Here is a link to jump start you:
http://www.pygame.org/wiki/OBJFileLoader
I created a graphic engine which is able to import meshes with their materials in an openGL context. Now my objective is to create a hair particular system on Blender and export it in OBJ + MTL files. I always did it but without material configuration (I just created a UV sphere adding hair on it using hair particular system and convert it to separate the hairs from the sphere). But when I configure a specific material for the particular system (for exemple in strand option the modification of the root size and the top size of the hair (50 to 1)) and next (after convertion) I export the particular system, the material is not considered. I would like the hairs look like triangles but it's not the case). In 'render' menu if I click on 'render image' the particular system appearence is good but if I click on 'render openGL' the material configuation is not considered like my exportation in OBJ file. Can you explain me why?
Do you have an idea how the exportation could considered the material configuration ?
I've been trying (for hours now) to get a b3d model loaded, shown and animated properly.
The model has an animation between frames 0 and 45, it was made and painted (the whole kit) in blender as testing model. Only half of the model is shown, it's completely white and it doesn't move.
I've been googling on information on loading b3d into irrlicht and it's animation system, but trying to load texture from the b3d file failed and all other information I incorporated into the program.
Here is the link to the picture of the actual result.
Here is the link to the code (shortened with comments on the insignificant parts).
Did you correctly define 'node'? If not, try this:
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode (smgr->getMesh ("mesh.b3d"));
If you added the node as an IMeshSceneNode the animations will not show. As for the texturing, I believe with irrlicht you must set all textures manually. Try this in the 'if (node)' block:
node->setMaterialTexture (0, driver->getTexture ("texture.bmp"));
Some painting tools doesn't appear on the model when exported via Blender.
You may've used some, try looking up any possible issues with the tools you used on the net.
Also you sure that you light the model ?
That may cause problems too.
I'm in a bit hurry atm couldn't check the code, I may look deeply later.
Hope it solves
As I briefly explained in the title, my problem concerns texturing a collada export in papervision.
Basically I was exporting collada models from Cinema 4d with its uv map. I was able to see everything, but the texture was not displaying properly (hidden polygons).
So I decided to try with 3dsMax. I used the same code to display the texture :
var materials:MaterialsList = new MaterialsList();
var torusMaterial:BitmapFileMaterial = new BitmapFileMaterial("model/tex.png");
torusMaterial.precise = true;
materials.addMaterial(torusMaterial, "ID1");
Again, I can see every elements, but this time my model uses only one pixel of my texture. So if I use a red texture and if I color only the pixel at the left bottom corner in green, all my model will be green.
Any advice about how to properly wrap the texture around a 3ds export model?
Thank you.
The Autodesk Collada exporter that ships with 3ds max is problematic, and gives .dae output that Papervision doesn't expect. This will be an even worse problem when you get to exporting animation. Try the OpenCollada exporter: http://www.opencollada.org/download.html
Many people have had a lot more luck using it with Papervision3D. Unfortunately it's not yet available for 3ds max 2012 so if you might be stuck if you can't find an older version. Or maybe you can get the source and compile it against 2012? Let the project maintainers know if you do.