These are addons to Blender and Maya which allows for easy export of assets into formats used by Worldforge.
See installation instructions on how to install the Blender addon.
The Blender plugin makes it easy to export meshes and skeletons/animation rigs from Blender into the Ogre format which Worldforge uses. Apart from converting it to the correct format it also takes care of making sure that materials are correctly named, and that skeletons are linked.
In order for automatic naming of materials and paths to work the assets you work with must both follow the Worldforge Assets naming system, as well as being placed in a directory under the Worldforge Media repository's "assets" directory.
Per the naming conventions, the .blend file must be placed under a directory named source
. Exported meshes and
skeletons will then be placed in a model
directory alongside the source
directory.
To export a mesh, first select it. This will enable the Export Mesh
button. This will generate an OGRE .mesh file,
using the same name as the Blender mesh.
Any skeletons used by the mesh will also be referred to relative the assets
directory.
If multiple meshes are selected, they will be combined into one single OGRE mesh. The active object will be used both for name and for center point. Note this this only works for meshes without armatures.
When exporting a mesh the addon will generate suitable material names for the OGRE mesh. This is done by looking at the
textures used by each material. If a diffuse texture named "D.png" is used by the material, the path of this texture
relative to the assets
root directory is will be used to determine the material name.
This of course relies on the textures being placed under the Worldforge Media Repository root.
However, if the Blender material name starts with a "/" the material name will be used directly. This allows you to specify custom materials.
If an armature is selected the Export Skeleton
button will be activated. Note that this only works for armatures
that aren't linked in from an external library.
All animations that are attached to an NLA track will be exported alongside the armature.
The resulting .skeleton file will be placed in the model
directory alongside the source
directory.
The Generate Material
button will go through all materials used by the mesh and check if there's a corresponding
ogre.material
file. If not, one will be used. This happens through the use of the material.py
code contained in
the Worldforge Media Repository, so this feature will only work if the .blend file is placed within the repository.