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Lightfeather 3D Engine -> Forums -> Included patches and addons
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 Deformed model when using Blender exporter

Moderators: Matthias
Author Post
opaki
Mon Jul 21 2008, 02:19PM Quote
Registered Member #220
Joined Wed Jun 04 2008, 08:47PM
posts 17
Im sorry, but I have new problem. Im using version "0.3.2" of Blender exporter. So when I converted model and opened it in feathered or in my program it didn't look the same as the .blend model. Here are the files(.blender and .lfm, .lfmg) so you can see where is the problem.

220_res.rar
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puh
Tue Jul 22 2008, 05:58AM Quote
Joined: Fri Oct 07 2005, 10:15PM
Location: Riga, Latvia
posts 7
Hi, opaki!

By using blender for modeling you should not use scale for object, only for vertices in edit mode. That is, if you scale your object with "S" you must clear scale with Alt + S (as well ar rotation (Alt + R) and translation (Alt + G) - but thats not so vital).
Or if you want to keep your scale, i.e. apply it to mesh - press Ctrl + A - apply scale and rotation.
Next time if you really need to scale/rotate/tranlate your model - simply go to edit mode with TAB, select all with A and then use tools as usual (S, R, G).
Yes, thats not that easy to get into modeling for game models, but if you ever tried to model in blender and export to any other format - almost all of them dont like object scales as well...

Probably thats not so difficult to add another matrix in exporter for multiply vertex position / normal with object scale / rot / trans... In future version...

Hope this will help to get into modeling for LF
[ Edited Tue Jul 22 2008, 06:12AM ]
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opaki
Wed Jul 23 2008, 08:45PM Quote
Registered Member #220
Joined: Wed Jun 04 2008, 08:47PM
posts 17
Yes, that's it.Thank you very much for help!
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