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alona
03-21-2005, 10:10 AM
Dear Blenders,

The "foreigner" in the heading refers to my not being a Blender user - at least not yet :). There's an aspect of Blender I'd like to better understand, if it turns out to be useful I'll just dig in and study another 3D app...

I'm asking about the built-in game creation features of Blender, although I don't have any games in mind. I want to create simple stand-alone applications in which some geometry and animation is presented and the user can control certain aspects of it: move something, make something thicker, slow down the animation, stuff like that. Typically there will be no "fly-by" aspects involved, just grabbing and moving sliders or perhaps grabbing part of a 3D object and pulling it around.

To give a very simple concrete example, let's say the application shows a torus and two sliders, one slider controls the major radius of the torus and the other controls the minor radius, the user can fiddle around with the sliders and the torus responds in real time using OpenGL or DirectX or whatever for the real-time texturing and rendering.

I can create the necessary components (geometry, animations, controls) in Blender or in another software - I currently use XSI, and I suppose the transfer of objects from one app to the other is manageable. The part I'm not sure about is how to take such a scene and convert it into a stand-alone application. I'm sure it can be done by programming in C++ and interfacing with the DirectX API and the scene geometry/animation format, but I'm (naturally) trying to save as much of the programming as possible. Writing a few lines of Python script just to tell it who controls what is not a problem, but I would very much like to avoid doing my own texturing, rendering, and even Windows interface...

Can Blender help me do that? What would be the general workflow? Is there by any chance a tutorial or manual chapter I should look at? The Blender game-tutorials I found so far focused on character creation and rigging, and were skimpy on the details of creating the actual application. Any guidance would be much appreciated.

AA

harkyman
03-21-2005, 05:30 PM
I don't know if a whole lot of the game engine users frequent here. I believe that you can exactly what you're talking about in Blender, including generating an executable of the finished project.

The best place to ask this question (and I know that farming things out from here to elYsiun is not the best idea, but I think it's warranted in this case) is:

http://www.elysiun.com/forum/viewforum.php?f=6

alona
03-21-2005, 05:39 PM
Thanks for the tip. I was not aware of that forum, and it seems to contain a lot of info. I'll start by going over the Sticky posts, and then post my question. Why did you mention it's a bad idea to move the question over to elYsiun? I would think it would be OK if an answer was not forthcoming on CGtalk...

Thanks again,

AA

chimpoid
03-21-2005, 11:00 PM
Most of what you ask is doable in the game engine.
You will have to look at python scripting for most of it but python is very versatile.
Hell, I can't wait to see it. The game engine has so many more potential uses than making first person shooters and it would be nice to see something different.
(no that i'm less guilty than anyone :) )

Chimpoid

Apollux
03-21-2005, 11:40 PM
What you are asking for is fairly easy to do with the Game Engine, specially since there aren't many FrameRate requeriments for what you are asking.

Here is the general workflow, of course with this info alone you won't be able to do it, you still need to read a few tutorials or even better, the Official On-Line Manual.

1.- Import your geometr, texture and beatify as needed. To save headaches I recomend you to use Wavefront OBJ as your transfer format.
2.- Create Mesh keys for the innermost and the outhermost radius of your tourus.
3.- You don't need to create animations for the basic moves nor rotations, the game engine can handle that.
4.- Add a camera and make sure the tourus is always in the camera viewfield... there are many ways to do that.
5.- Now it is just a matter of defining sensors, connectors and actuators to link each desired keystroke with the desired animation effect.
6.- Go to File -> Save Runtime. (Blender can create runtime executables for all the plaforms it currently support, you are not limited to windows executables).


Pretty much that's it. Of course there is more finetunning needed, like aspect ratios, sounds, interface overlays (for the sliders), etc. But that is the general workflow.

alona
03-22-2005, 12:43 AM
Thank you Apollux, that is very helpful (and chimpoid too!). That is really the workflow I was hoping for. I'll dig into the manual and see if I can manage it.

Thanks again,

AA

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