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en:creation_d_un_objet_prehensible_en_jeu [2014/08/14 01:01] – created Lyneen:creation_d_un_objet_prehensible_en_jeu [2021/12/03 19:19] (current) – external edit 127.0.0.1
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 ===== Modeling and texturing the model ===== ===== Modeling and texturing the model =====
-The ai mis to get a .obj model, made of triangles, with a //diffuse// texture that will be applied by UVMap. +The aim is to get a .obj model, made of triangles, with a //diffuse// texture that will be applied by UVMap. 
-\\ Creating a texture with specular requires to create a black & white file for the texture that will be used as an application layer, and another file for the specular effect that will be multiplied by this layer to get the brightness effect. Explanations about this way to add a specular effect are provided [[fr:texture_avec_speculaire|here]] ((to be translated)). It is also possible to manage the application of a texture or another among choices for a same object/creature using Datasheets, if a specific propriety of the Nel materials is used: [[fr:multitexturage|multi-texturing]] ((to be translated)).+\\ Creating a texture with specular requires to create a black & white file for the texture that will be used as an application layer, and another file for the specular effect that will be multiplied by this layer to get the brightness effect. Explanations about this way to add a specular effect are provided [[texture_avec_speculaire|here]]. It is also possible to manage the application of a texture or another among choices for a same object/creature using Datasheets, if a specific propriety of the Nel materials is used: [[multitexturage|multi-texturing]].
 ==== In Blender ==== ==== In Blender ====
 Creating the model and applying a simple diffuse and UVmapped texture. Creating the model and applying a simple diffuse and UVmapped texture.
 \\ **__Caution:__** Remember to use metric units in Blender, so that you get the proper size for you final object. It seems to match with the result in Nel if nothing is changed during the various exports. \\ **__Caution:__** Remember to use metric units in Blender, so that you get the proper size for you final object. It seems to match with the result in Nel if nothing is changed during the various exports.
-\\ **__Caution:__** X, Y and Z axes are used only with reference to the hand holding the object. Take care of having them correctly placed so that the object will be held properly. It seems that these axes’ orientation can be changent with the Datasheet of the object but, a priori, with a simple object, of dagger type (provided with Ryzom Core), here is what we get: +\\ **__Caution:__** X, Y and Z axes are used only with reference to the hand holding the object. Take care of having them correctly placed so that the object will be held properly. It seems that these axes’ orientation can be changed with the Datasheet of the object but, a priori, with a simple object, of dagger type (provided with Ryzom Core), here is what we get: 
-{{ axes_prehension.png?direct&300 |}}+{{ fr:axes_prehension.png?direct&300 |}}
   * X axe goes up along the forarm;   * X axe goes up along the forarm;
   * Y axe leaves from the back of the end towards outside;   * Y axe leaves from the back of the end towards outside;
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   * You get the .shape that can be used by a Datasheet. This one will determine if you can hold it in your right or left hand, with open or closed palm, etc.   * You get the .shape that can be used by a Datasheet. This one will determine if you can hold it in your right or left hand, with open or closed palm, etc.
 {{ fr:80_creation_nel_material.jpg?direct |}} {{ fr:80_creation_nel_material.jpg?direct |}}
-\\ //Here you are, with your character being able to enjoying his klum-pie piece!//+\\ //And here we are, with the character being able to enjoy an klum-pie piece!//
  
 \\ **__Caution:__** The name of the texture is hardcoded in the .shape. So remember not to change it afterwards, or NeL won’t be able to display it anymore. \\ **__Caution:__** The name of the texture is hardcoded in the .shape. So remember not to change it afterwards, or NeL won’t be able to display it anymore.
  
-{{tag>3D import NeL Modéliser}}+{{tag>3D NeL Modéliser}}
  
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