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Does this still work in 2024?

Open Xeraster opened this issue 1 year ago • 5 comments
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I'm trying to export an animated door, attached is the blender file. Animations won't work. I can export it and load the model in Irrlicht but the animations won't play. I think this is broken again. ninja.b3d works, just not anything exported with this.

doortest.zip

Xeraster avatar Jun 20 '24 17:06 Xeraster

Hey there, I know its been a while but I figured I'd still follow up.

I'm not certain what exactly you keyed or parented, but after reparenting the doors to the bones in separate armatures and keyframing in pose mode, the animations seem to work fine. You've also got some funky scaling thing going on causing your normals to export inverted, but applying scale and recalculating seemed(?) to fix it.

So yes, it should still work in 2024. In fact, this made me test lesser-used features like multiple armatures, which does appear to work.

GreenXenith avatar Oct 10 '24 06:10 GreenXenith

it doesn't seem to export rigged and animated meshes correctly anymore as of Blender version 4.2.3. It was definitely working with whatever the latest stable version of Blender was 6 months ago. Downloading and installing Blender 3.6 is the best fix I've found.

example.blend.zip

To replicate the issue, obtain or make a mesh with rigged bones and enough animation keyframes for the plugin to recognize it has bones and export it with bones. I attached one that will work. Note that in my experience, it only works if you are in object mode (not edit mode) and have both the mesh and the armature selected before clicking the export button. Next, load it up into irrlicht and see the chaos. The mesh loads, the animations can play but the positions are all skewed and corrupted.

If I happen to come across a better fix besides using Blender 3.6, I'll be sure to post about it. If I ever get around to familiarizing myself with how exactly the plugin actually works maybe I'll figure it out.

Also, a possible feature request: sometimes I want bones in my mesh even though I don't intend on using animations. I'm making a spaceship game with upgradable guns and hardpoints with procedurally generated ship interiors. Bones are a great way to place markers on meshes. I'm even using bones for path nodes. This may be a limitation of the b3d format, idk, but it would be nice if I didn't have to skin the mesh and add some mock "animations" just for a static ship hab module. Even without this feature this plugin is pretty great though.

Xeraster avatar Jan 09 '25 19:01 Xeraster

example.blend.zip [...] Next, load it up into irrlicht and see the chaos. The mesh loads, the animations can play but the positions are all skewed and corrupted.

Your example works fine for me on 4.2. Note, however, that I am using Luanti to test models, so Luanti might have various fixes that allow it to work? What version of Irrlicht are you using? Master? BAW? (Please provide a link so I can test as well)

enough animation keyframes for the plugin to recognize it has bones [...] sometimes I want bones in my mesh even though I don't intend on using animations.

Yes, this is an exporter problem. You can use a single scale frame if you want an unintrusive way to get it to recognize a bone exists I believe, but I will try to fix this at some point.

GreenXenith avatar Jan 10 '25 00:01 GreenXenith

I have imported b3d models from 3darmor and skindb Luanti mods and see no animation effects in Blender 4.3.2. Does it means that all animations have to be somehow reparented after import?

sfence avatar Feb 13 '25 07:02 sfence

I have imported b3d models from 3darmor and skindb Luanti mods and see no animation effects in Blender 4.3.2. Does it means that all animations have to be somehow reparented after import?

The importer is not supported and hasn't worked for a very long time. Any part of it that does work is a happy accident.

The exporter definitely works though, I can't seem to reproduce @Xeraster's issue.

GreenXenith avatar Feb 13 '25 07:02 GreenXenith