How to Import Assets: Difference between revisions

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(Created page with " == Requirements for Models == There is an outdated page that has some general instructions for how to make models that are suitable for importing: [http://thrivegame.wikidot...")
 
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Here's a short list:
Here's a short list:
- Model must be placed at 0,0,0
* Model must be placed at 0,0,0
- No rotation may be set
* No rotation may be set
- No scaling may be used (use scaling / rotating in vertex edit mode to not apply the scaling to the model, but directly to the vertices)
* No scaling may be used (use scaling / rotating in vertex edit mode to not apply the scaling to the model, but directly to the vertices)
- Armature's need to have named animation tracks (note: when importing a specialized options file is needed to import animated meshes)
* Armature's need to have named animation tracks (note: when importing a specialized options file is needed to import animated meshes)
- Vertice count needs to be reasonable compared to how much screen space the model takes up
* Vertice count needs to be reasonable compared to how much screen space the model takes up

Revision as of 09:06, 8 September 2019


Requirements for Models

There is an outdated page that has some general instructions for how to make models that are suitable for importing: blender-and-ogre-tutorial

Here's a short list:

  • Model must be placed at 0,0,0
  • No rotation may be set
  • No scaling may be used (use scaling / rotating in vertex edit mode to not apply the scaling to the model, but directly to the vertices)
  • Armature's need to have named animation tracks (note: when importing a specialized options file is needed to import animated meshes)
  • Vertice count needs to be reasonable compared to how much screen space the model takes up