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UV Mapping in Blender

Posted: 26 Nov 2007, 01:03
by Mooseral
So far, I have been able to mostly figure out Blender's UV mapping system... However, for a multi-part model, the pieces must be grouped so as to get them all on one texture, and I have been unable to find out how to do this looking around the interface (aargh) and using Google.

Any ideas? It's probably fairly obvious, but it's giving me a headache looking for this thing... :(

Posted: 28 Nov 2007, 20:23
by rattle
Select multiple objects and hit CTRL+G. They will have a green outlien then instead of the pink one IIRC. I never used blenders UV mapper though.

Posted: 28 Nov 2007, 20:32
by KDR_11k
Dunno, I just join 'em. The L button is really helpful for separating them afterwards.

Posted: 29 Nov 2007, 01:48
by Mooseral
Thanks for the feedback; I had to rely on making a bunch of UV maps and mashing them together into one big one before... Generally not so great an idea :wink: .

Kindof an irritating system; even after grouping the objects, it does not let you UV map them together. I'll try out KDR's method though.

Posted: 18 Dec 2007, 01:32
by Treeform
Is there a need for a blender s3o exporter?

Posted: 18 Dec 2007, 08:45
by KDR_11k
Somewhat, yes. Make sure it only operates on selected objects though. Also make sure it can handle empties.

Posted: 18 Dec 2007, 10:36
by Agon
Of course! It would be super perfect! No need to switch to Windows for UpSpring.

Posted: 18 Dec 2007, 23:38
by Treeform
ok 1.5 taker ...
request : export selection
request : export empty object ( how do you make empty obj in blender lol)

moar?

Posted: 19 Dec 2007, 00:19
by rattle
Jeight, collision sphere, it's offsets, textures, etc.
Would be useless as upspring replacement without it.

Posted: 19 Dec 2007, 00:22
by Treeform
i dont think i would want to replace upspring. just export s3o's
"it's offsets" you mean for the parts - yeah that is mandatory
textures goes without saying.
you think collision sphere should not be auto computed?

Posted: 19 Dec 2007, 00:41
by rattle
Uh no I meant the hitsphere origin...

Posted: 19 Dec 2007, 01:06
by Peet
Treeform wrote:i dont think i would want to replace upspring.
I strongly suggest you make it feature-complete, as linux users currently cannot use upspring.
you think collision sphere should not be auto computed?
Manual hitspheres are one of the advantages of s3o and should be kept.

Posted: 19 Dec 2007, 15:03
by Agon
What about import? (I don't need it)
What about the hierarchy?

Posted: 19 Dec 2007, 20:22
by KDR_11k
Hierarchy can be done with parenting.

Empties are done with Add->Empty :P

Height, center and radius are CRITICAL parts of s3o.

Posted: 20 Dec 2007, 00:46
by Mooseral
Such a utility sounds extremely useful... I wonder if it would be possible to make some kind of animation export system as well, seeing as (last I checked) UpSpring's system is unfinished?

Dunno how well it could convert into the required code tidbit animation Spring uses, but it would be shinnieh if possible.

Of course, there's Servo for animating, so model-only export functions would still be much appreciated. :-)

Posted: 20 Dec 2007, 09:16
by KDR_11k
Suppying an armature and just dumping that armature's animation into a .h file with turn now and move now commands should work. Just make sure you have #defines for offsets on every object so there's a way to easily insert aiming rotations.

Posted: 20 Dec 2007, 17:33
by Argh
Servo sucks. Just tellin' you now. Expect to be disappointed.

As for exporting directly from Blender... that'd be interesting. What'd be even more interesting is if somebody ever got the mesh-deformation code in COB (yes, people, COB can deform meshes, albeit point-by-point) to work with Blender, so that we could do soft-body animation, but keep the strengths of COB. That'd be win. Probably CPU-intensive as hell, though.

Posted: 20 Dec 2007, 18:09
by KDR_11k
I've once written a BOS animation exporter, it worked somewhat but the transformations for the coords didn't work out so the animation was screwed up.

Re: UV Mapping in Blender

Posted: 13 Apr 2008, 19:20
by kiki
so, can someone go over the step by step process for uvmapping with blender? Does separating objects when you are done preserve the uv coordinates?

I am at a major roadblock in modelling atm because of phailure to texture. Please help me.

Re: UV Mapping in Blender

Posted: 13 Apr 2008, 19:31
by rattle