by ThunderZ » 03 Aug 2010, 09:26
After a time without free time to code (but following shiva info ), i restard some test and shiva prototype for personnal game project.
One of the main thing for indie that is a "black point" for shiva is the pipeline part that in general use blender.
Shiva as all user support only COLLADA in import.
That is for the long time an exellent choice but for now that is a weakness beacause of the very bad support of the DCC tools.
After some time of work and learning a little blender + collada format and shiva for some specifique thing.
An working Blender to Shiva Export with Collada is working
I'm writing a tutorial for that.
I'm french and a very bad writer, so i'll need some help after the first publication (like an beta) for help me correcting my bad english.
I want to thanks a lot the work of friends, MadPXL (http://www.madpxl.com/) and Keiisu for the model without them and the time we pass with MadPXL this tutorial can't be here today.
For waiting just a little mockup with screens
nota: link to 1600x1200 version
by ThunderZ » 11 Aug 2010, 20:07
windows mobile project which is out within two days from Astraware (after I give
all my free time to Shiva ).
by ThunderZ » 13 Aug 2010, 09:54
But, for the actual export and for this tutorial, the blender version is the 2.53 (the last official stable beta release that you can found on http://www.blender.org/).
Blender 2.5x (and 2.6) is the futur version of blender, and for us the better we can us because of the built in collada export
by ThunderZ » 13 Aug 2010, 12:10
I've only very few time those last day because of work i'm doing in my house for my baby and for finish my new web site for the last windows mobile (brad mtichum) i've done.
After that i'll be full time on shiva and with this community
I'll try to finish the tutorial as soon as possible
by Markuzzzz » 16 Aug 2010, 07:04
I have a question. I created a model in Blender 2.53 Alpha 5 and rigged it. Then I created an simple animation in Blender. I Blender the animation looks good, model is posed at 0,0,0. No I import it into Shiva, all goes well, I get the model and animbanks accordingly. Now when I play it the model gets deformed the wrong way. When I look at the skeleton, it seems to be at a higher point then the model (in blender its not the case). Therefore the animation is not right. Did you also had this problem?
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by neilb » 19 Sep 2010, 11:52
Both the armature and the model need to be located at (0, 0, 0) and the scale needs to be (1, 1, 1). The key point that I've been missing is the bone that is between the feet in the attached picture of the robot. Any bones that don't have a parent (in this situation, the spine and hip bones) need to parented to this "root" bone, which must also be positioned at (0, 0, 0). Doing this seems to force the parent-less bones to stay in place when the file is imported.
Using this, I've been able to import an animation for the robot (rotations only, no scaling or translation were in the animation) into Shiva and it's animating perfectly. I haven't had time to experiment to see if it works in every situation, so there may be further secrets in the tutorial when it is revealed.
The export was performed using the latest Windows version of Blender 2.54 in Virtual Box from the Blender.org website, the Linux version won't produce a valid DAE file on my machine.
by ThunderZ » 19 Sep 2010, 17:01
2/3 more things :
-> model and armature need to be exactly in same pose at start (that the most important)
-> model animation is tagged at 60 fps under shiva and converted in import if your blender animation is different
-> don't forget the glsl draw of blender to be desactivated to see normal face if you have an model like the low poly crow with only simple face for wings for exemple.
Grats for you good export
As i've allready say blender is now an good and viable dcc tool for shiva
by neilb » 19 Sep 2010, 22:21