Yo Frankie! tutorial ides for ryzom core together with blender
Added by TcR1oo565 almost 8 years ago
Hi, I am new to 3d graphic with interest in 3d open source project like Ryzom core.
Now I learning blender 2.5 and running video tutorial, there is a lot of them on Internet.
I have an ides for new NeL tutorial based on Yo Frankie project http://www.yofrankie.org
and their open source content, but don’t know where to start or how to migrate it to NeL.
Yo Frankie tutorial game made with NeL could be great for ryzom core open source project
since the tutorial could show how export blender 3d object into NeL and build new games.
The benefit for this tutorial could lead to more blender people getting interest in Ryzom core project.
I am not sure I have the knowledge to migrate Yo Frankie to NeL, but wonder what would be
the first step to do this if you have all knowledge?
Therefor I ask for help, advice and ides :-)
I believe blender 2.5 will soon be released with COLLADA export, but what format should
COLLADA be transformed to. Is there any document for NeL 3d file format?
Does COLLADA format support animation for example if you export animated ramiro
http://www.yofrankie.org/animate-qareeb/?
Some Yo Frankie! game video example below:
Blender Engine (BGE):
http://www.youtube.com/watch?v=c7RRaEvWqJc
Crystal Space Engine:
http://www.youtube.com/watch?v=GXhIhILKScQ
Replies (7)
RE: Yo Frankie! tutorial ides for ryzom core together with blender - Added by molator almost 8 years ago
So far, there's only a 3DS Max Nel plugin.
There's a project to create a Collada Nel exporter to generate Nel data, as most of the 3D softwares can export to Collada or will be able.
For the docs, you've got about everything there:
http://dev.ryzom.com/wiki/ryzom/NeL
You might have to study the code too.
RE: Yo Frankie! tutorial ides for ryzom core together with blender - Added by TcR1oo565 almost 8 years ago
Thanks for the info molator.
Where could I read more about the collada nel export project?
RE: Yo Frankie! tutorial ides for ryzom core together with blender - Added by molator almost 8 years ago
Nowhere it's just an idea.
Nothing done so far.
RE: Yo Frankie! tutorial ides for ryzom core together with blender - Added by sfb almost 8 years ago
TcR1oo565,
You can find more information here. We're just finishing up 0.8.0 and this isn't officially targeted to start until 0.10.0.
http://dev.ryzom.com/issues/879
If you have expertise in the area and wish to work on or help with that particular project then I encourage you to start whenever. The problem is that with the other pieces that also need to come we don't have enough volunteer time to go around to get to this.
Thanks,
sfb
/s
RE: Yo Frankie! tutorial ides for ryzom core together with blender - Added by TcR1oo565 almost 8 years ago
I am not an expert in this area but have my free time interest :-) .
I did a short check on COLLADA and found this project and source code interesting:
http://code.google.com/p/opencollada/source/browse/trunk/#trunk/dae2ogre/src
I guess from blender 2.5 point of view the step would be:
1. Export the 3d object to COLLADA
2. Run a similar program like dae2ogre, but named dae2nel.
What file spec should I user for NeL?
RE: Yo Frankie! tutorial ides for ryzom core together with blender - Added by sfb almost 8 years ago
TcR1oo565,
It depends on what you are exporting. If it's a skeleton/bip then you export to a .skel, if it is mesh then you use .shape unless its a group of shapes meant to be used as a whole on the landscape then it is an instance group or .ig... If the mesh is a cluster (say a house that uses portals to occlude external view for performance) you will need to have special checks for special node properties (e.g. isClusterized, isVisibleFromFather, isVisibleToFather, etc)... Landscape is a whole other complication. Animation tracks export as .anim files but need to be a clobbered variant of bezier splines with fixed tangents or they need to be TCB. I'd suggest looking at the Node Properties dialog on the UsingMaxAssets page. Also of interest are the various pieces that we export independently.
All of these file formats (shape, ig, skel, anim, swt, etc) are serialized versions of the NeL classes. So your "dae2nel" isn't going to work the same as dae2ogre does. Since OGRE stores its mesh information essentially in a text .mesh file it's easier to build to a file spec. What NeL does for the 3DSMAX exporter is actually take information from the modeller (e.g. vertices) and push them into a NeL class, call the appropriate "build" method to optimize the 3D data for NeL and then serialize it out with a COFile object. You really need to look at source in the code/nel/tools/3d/plugin_max/nel_mesh_lib/ folder. For example export_mesh.cpp has this method:
NL3D::IShape *CExportNel::buildShape (INode& node, TimeValue time, const TInodePtrInt *nodeMap, bool buildLods)which is called to generate a new IShape based object containing the specific 3DSMAX object. Since IShape is a base-class for various shape types available in MAX you see you need to handle different shape objects in specific ways. For example there are a few "special" objects like NEL_PARTICLE_SYSTEM_CLASS_ID - while you do not build particle systems in the modeling package (you do this in Object Viewer) you can associate particle systems to scenes (instance groups).
Getting useful NeL metadata into the COLLADA file is going to be a key challenge. How do you tell "dae2nel" what type of shape to use for a given object or scene of objects? What about NeL specific parameters for portal planes or object clusters? All of these things need to be considered. Do we make "dae2nel" a psuedo-modeling package of its own just to open these "finished" objects up and enable NeL metadata or do we still need to make product specific plugins? Chew on this for a little while and let me know what you think. Also feel free to come onto IRC and chat with us.
Thanks a TON for looking into this!
sfb
/s
RE: Yo Frankie! tutorial ides for ryzom core together with blender - Added by TcR1oo565 almost 8 years ago
@sfb
Thanks self for taking time with this.
I have not be able to look so much into this.
First I did not found the code structure in cmake.
For blender I been thinking it could be better to write blender2nel exporter in python.
First blender2nel export test could be to export the default mesh cube or monkey and display the mesh in nel.
I also think the ryzom asset repository could be usefull in format as COLLADA .dae http://en.wikipedia.org/wiki/Obj or wavefront .obj http://en.wikipedia.org/wiki/Obj#File_Format
/To^^y
(1-7/7)