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Simplify Export for Game Development

Open TritiatedWater opened this issue 5 years ago • 12 comments

Description of the issue: Hi! I'm using archipack for game development. but there's a lot of manual work to make it usable for my game. I use godot engine with the glTF format.

Here's the process:

  1. Apply all holes (godot would convert the holes into blocks)
  2. Remove references (otherwise, godot won't open the file)
  3. Remove all auto boolean
  4. Remove archipack helper (godot also doesn't like this)

After that, all the meshes move out of place 5. Reposition the meshes correctly screenshot from 2018-12-30 20-46-06

Doing this once isn't a problem, but when you want to make minor adjustments, the time really adds up. It would be nice to automate this process.

Thanks!

TritiatedWater avatar Dec 30 '18 13:12 TritiatedWater

Hi, Thank you for your feedback.

In the "Tools" panel you'll find "Apply holes" tool.

Objects are childs of Reference point (the archipack helper), so you shoud use object -> parent -> "Clear and keep transform" to unparent before deleting reference.

Will try to focus on simplify such workflow, and providing "game engine ready" optimized geometry. "Realtime" presets for roof and floors, without tiles are already available. Optimized walls will require advanced topology analysis eg to identify inside walls with or without moldings, touching walls where we don't need end faces and so on.

s-leger avatar Dec 30 '18 14:12 s-leger

I am quite new to Blender and working in 2.8 so maybe missing some vital knowledge, but where can I find the Apply holes tools (or the Tools panel) exactly? Great add-on, really like the support it brings!

RogueSheep-nl avatar Feb 02 '19 21:02 RogueSheep-nl

Apply holes is a feature only available in 1.3.8x+ (blender 2.79) and 2.x+ of archipack (blender 2.8, not yet released). Find it in the right panel of 3d view (shortcut T)

s-leger avatar Feb 02 '19 21:02 s-leger

Thanks, found it! Any roadmap for this feature to find it's way into 2.8?

RogueSheep-nl avatar Feb 03 '19 09:02 RogueSheep-nl

Archipack 2.x beta release is near ready, so stay tuned. Archipack 1.2.81 "lite" edition included in blender 2.8 will not be updated to include such feature.

s-leger avatar Feb 03 '19 13:02 s-leger

+1 big time for this request, please. Would be great for UE4.

logan683 avatar Jun 09 '19 23:06 logan683

Archipack 2.0 provide some helpers for those operations.

  • Tools -> Apply holes, to apply the whole modifier stack of walls and remove holes volumes
  • Tools -> Remove references, to properly un-parent objects and delete references points
  • "real-time" presets / tiles types are available for floors and roofs.

Save your work before as you might not be able to undo such operations

s-leger avatar Jun 10 '19 10:06 s-leger

"Optimized walls will require advanced topology analysis eg to identify inside walls with or without moldings, touching walls where we don't need end faces and so on."

I was really referring more to that. And maybe something about UVs/lightmaps automatically, if that's possible.

logan683 avatar Jun 10 '19 11:06 logan683

For walls, could implement a mean to remove faces based on material indexes, as detecting touching faces on random geometry (eg walls with different height / thickness) may be tricky. Also maybe a triangulate all operator.

s-leger avatar Jun 10 '19 16:06 s-leger

I'm curious if there has been progress on exporting windows and doors in archipack. I'm wanting to export an archipack model from Blender to Unity3d. My first try of exporting via an Fbx, did not export the windows and door properly.

Thank

johnbourne avatar Dec 02 '20 01:12 johnbourne

I'm curious if there has been progress on exporting windows and doors in archipack. I'm wanting to export an archipack model from Blender to Unity3d. My first try of exporting via an Fbx, did not export the windows and door properly.

Thank

I am also having the same issue. Any update on this?

Astrobinary avatar Feb 08 '21 22:02 Astrobinary

Stephen helped me with the doors and windows problem.

  1. Stephen sent me a update to the library file archipack_reference_point.py in /Users/johnbourne/Library/Application Support/Blender/2.90/scripts/addons/archipack_20/
  2. Well I could find the right play to put the reference point py file and Stephen suggested I use the exact path to go to the library. Apparently this file fixes something in Blender 2.90 (not later versions).
  3. So, the big deal was to line up the reference points to the windows to one reference point - I did this by simply copying all the reference points to be located at just one reference point. Stephen has a nice video on how to do this. https://www.youtube.com/watch?v=2W1EQu28GPg
  4. I was really confused by how to do multiple stories - turned out that there was a way to add floors in the reference point tab called duplicate level. Also there was a button in the same tab that said merge and it worked for merging the reference points. That worked nicely for the apartment building I was making for unity.
  5. So, in Tools tab I turned off the auto Boolean, applied holes to all, removed references to all and killed all the parameters. Couple of things:the Tools tab hides and you have to click the pull down to see the tools options. Well, at this point, I was ready to create an fbx (export) and import into blender. I found that the materials I had in blended worked for some things (the brick wall outside, painted wall inside, but not for the glass in blender which I have yet to figure out completely.) Ok, the fbx imported fine - no problem except unity was very very slow....finally I figured out that you have to check "static" on the model - in inspector- that worked surprisingly well. Without static the model caused so much slow down that it would be unusable with an avatar moving around (well, nearly unusuable). So, that was a good thing....I had to tidy up the model in unity, found a glass material for windows that would work in Unity, add other materials - generally worked fine. The best findings were (1) how to merge reference points, (2) how to create floors, (3) finding the Tools fold-out where you could delete all the archipack details (measurement, etc) and (4) the "static" selection in the fbx imported model.
    Some day I'll get this all done..... Right now, I'm working on materials, terrain, etc.

John

johnbourne avatar Feb 09 '21 19:02 johnbourne