Blender! Does it work with spark?
<div class="IPBDescription">the modelling, animation, and everything else program</div>Hey guys, quick question. I am a poor person(financially, relative to rich people) and I cannot afford the programs like 3ds max, maya, photoshop etc. So obviously, I look for free and open source equivalents.
I am deciding whether or not I should go ahead and learn blender, as I want to work with the spark engine in the future to make some mods/games.
The question is: Does blender work with the spark engine? If yes, how well?
some key aspects to pay attention to when answering:
do static models import correctly?
what about uv unwrap, how well does that work with blender?
animations... any problems there?
also rigging, that's another important aspect.
I look forward to a response... because blender is pretty awesome, and with the 3dbuzz tutorial series, I can get into it to work with it fairly easily.
I am deciding whether or not I should go ahead and learn blender, as I want to work with the spark engine in the future to make some mods/games.
The question is: Does blender work with the spark engine? If yes, how well?
some key aspects to pay attention to when answering:
do static models import correctly?
what about uv unwrap, how well does that work with blender?
animations... any problems there?
also rigging, that's another important aspect.
I look forward to a response... because blender is pretty awesome, and with the 3dbuzz tutorial series, I can get into it to work with it fairly easily.
Comments
In short, not really.
<b>Edit:</b> I heard somewhere about .OBJ files working for props in Spark, but don't hold me to that I haven't investigated that possibility.
Were you not able to manually correct the texture path in the DAE file
In short, not really.
<b>Edit:</b> I heard somewhere about .OBJ files working for props in Spark, but don't hold me to that I haven't investigated that possibility.<!--QuoteEnd--></div><!--QuoteEEnd-->
We don't do anything non-standard with DAE. We include our own plugin (which actually isn't our own, it's <a href="http://collada.org/mediawiki/index.php/ColladaMax" target="_blank">ColladaMax</a> with a few improvements) because the default Collada exporter from our 3D Studio MAX just crashes when we export.
The problem is that Collada is really complex, so not all programs implement the standard fully or correctly (including our own tools that read them).
So, there's no fundamental reason why Blender, Maya, Wavefront, whatever wouldn't work, but since we only use 3D Studio MAX, we haven't tested or fixes issues related to those other tools.
The problem is that Collada is really complex, so not all programs implement the standard fully or correctly (including our own tools that read them).
So, there's no fundamental reason why Blender, Maya, Wavefront, whatever wouldn't work, but since we only use 3D Studio MAX, we haven't tested or fixes issues related to those other tools.<!--QuoteEnd--></div><!--QuoteEEnd-->
I probably worded what I was saying poorly. What I meant was, when I export with the regular built-in DAE format with 3DS, the compiled model is looking for the right textures, or is looking but not finding. Resulting in an untextured model.
After fiddling around in the DAE file, I managed to get it to work with regular 3DS exported DAE files. Depending on the implementation in Blender, the same steps might be easily applied to your DAE files too. The issue seemed to be that file locations were not relative to the model itself.
How has your experience with Blender been thus far? Any configuration issues I should be aware of as I setup my environment?