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# SWBF-msh-Blender-Export # SWBF-msh-Blender-Export
WIP .msh (SWBF toolchain version) exporter for Blender 2.8 WIP .msh (SWBF toolchain version) exporter for Blender 2.8
Currently capable of exporting the active scene without collision primitives or skinning information. Currently capable of exporting the active scene without skinning information.
### Installing ### Installing
You install it like any other Blender addon, if you already know how to do that then great! Grab the [latest release](https://github.com/SleepKiller/SWBF-msh-Blender-Export/releases/latest) (or if you're the adventerous type [clone from source](https://github.com/SleepKiller/SWBF-msh-Blender-Export/archive/master.zip)) and you'll be good to go.
> TODO: Install instructions. However if you don't know how to install then read on!
These instructions are going to be for Windows. If you're on a different platform I'm sure some quick web searching can help provide you with answers.
First download and extract the addon [latest release](https://github.com/SleepKiller/SWBF-msh-Blender-Export/releases/latest).
Then open up Explorer and paste `%USERPROFILE%\AppData\Roaming\Blender Foundation\Blender\2.80\` into it's address bar. Then go into the `scripts` folder in that directory and copy the `addons` folder from the extracted addon into the scripts folder.
Next open up Blender, go into Edit > Preferences > Addons. Select "Community" tab and then search for ".msh". "Import-Export: SWBF .msh export" should come up, check the box next to it. The preferences window should look like this once you're done.
![Installed addon.](docs/images/blender_addon_installed.png)
If you've done that then the addon is installed and you should now find "SWBF msh" listed under Blender's export options.
### Reference Manual
Included in the repository is a [Reference Manual](https://github.com/SleepKiller/SWBF-msh-Blender-Export/blob/master/docs/reference_manual.md#reference-manual) of sorts. There is no need to read through it before using the addon but anytime you have a question about how something works or why an export failed it should hopefully have the answers.
### Work to be done ### Work to be done
- [x] Raise an error when a .msh segment has more than 32767 vertices.
- [x] Convert from Blender's coordinate space to .msh cooordinate space.
- [x] Add support for exporting materials. Blender's materials are all based around it's own renderers, so possibly going to need custom UI and properties in order to provide something useful for .msh files.
- [x] Add support for collision primitives. Blender doesn't seam to support having basic boxes, cylinders or spheres so it's likely some wacky rules and conventions will need to be used by the modeler. "Add a 1m mesh primitive, have "sphere/box/cylinder" in the name and control the size with the object's scale." Less intuitive than I'd like but it might be the best course of action.
- [ ] Investigate and add support for exporting bones and vertex weights. - [ ] Investigate and add support for exporting bones and vertex weights.
- [ ] Investigate and add support for exporting animations. - [ ] Investigate and add support for exporting animations.
- [ ] Investigate if anything special needs to be done for lod/lowres exporting. - [ ] Investigate and add support for editing and exporting SWBF2 cloth.
- [ ] Implement .msh importing. Currently you can use the 1.2 release of [swbf-unmunge](releases/tag/v1.2.0) to save out munged models to glTF 2.0 files if you need to open a model in Blender. - [ ] Implement .msh importing. Currently you can use the 1.2 release of [swbf-unmunge](releases/tag/v1.2.0) to save out munged models to glTF 2.0 files if you need to open a model in Blender.
### What from [glTF-Blender-IO](https://github.com/KhronosGroup/glTF-Blender-IO) was used? ### What from [glTF-Blender-IO](https://github.com/KhronosGroup/glTF-Blender-IO) was used?

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