How do you use blender to add chars.

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Neenja222
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Joined: Fri Apr 22, 2011 12:09 pm

How do you use blender to add chars.

Post by Neenja222 » Sat Apr 23, 2011 4:25 pm

How do you use blender to add chars to overgrowth and make them playable cause me and my friend are using his computer to add people we just need to know how.... :D

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Endoperez
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Re: How do you use blender to add chars.

Post by Endoperez » Sat Apr 23, 2011 4:52 pm

I haven't tried it, but I assume this is how you do it:

Open the blend files that come with Overgrowth, pull your model in using File - Append - choose blend file - choose appopriate Object or Mesh. Then, check the scale and weight it to the skeleton that should be in those blend files.

Then you just use the exporter scripts that also come bundled with Overgrowth. They are in the same folder as the blender's .blend files IIRC.



Have you got any experience using the Armature modifiers and painting bone weights? If not, look up tutorials for those first. Also, I'm not sure how to use the exporter scripts. It might be better to check how they work using the original rabbit model and re-exporting that.

Neenja222
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Joined: Fri Apr 22, 2011 12:09 pm

Re: How do you use blender to add chars.

Post by Neenja222 » Sat Apr 23, 2011 5:05 pm

I am not familiar with that but where are the scrts and where do put the files after to make him playble?

Neenja222
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Joined: Fri Apr 22, 2011 12:09 pm

Re: How do you use blender to add chars.

Post by Neenja222 » Sat Apr 23, 2011 5:08 pm

Holy shit I have bad grammer sorry. And also where would I put textures

p.s Is there an auto rig script in there too cause I saw it in the art asset overview

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Endoperez
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Re: How do you use blender to add chars.

Post by Endoperez » Sat Apr 23, 2011 5:42 pm

Neenja222 wrote:Holy shit I have bad grammer sorry. And also where would I put textures

p.s Is there an auto rig script in there too cause I saw it in the art asset overview
Well, look at the existing files.

All overgrowth objects I've looked at are XML files. In the XML file, there are tags and filepaths to the meshes (in OBJ format), textures, shaders etc that the file uses. That's probably the same for characters too. So, you can have textures in any folder as long as the XML file refers to the right file.

I haven't done this yet, myself. I suggest that you look at the existing files, perhaps make a backup copy of them first, and then try to change it a bit first. How to change a texture of a character, how to choose which model is used, etc.

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