How do I design for jit.gl.model?

cap10subtext's icon

Stupid question, but I just need a place to start. I've been working a lot with 3D models these days in Jitter and want to do more but I'm limited in what I can import. I need to develop a workflow that I can explain to other people.

How do I explain what models work best in Jitter?

I understand that they need to be simple and lightweight:
- Alias/Wavefront .obj files
- only tessellated polygons
- no advanced features of the .obj format such as NURBS or parametric surfaces

But how do I explain to a 3D modeler the limits on textures and how jitter handles .mtl files?

I've also been using jit.ogre quite a bit, the examples work well but I'm stumbling around trying to work out how to go from Houdini or Blender into jit.ogre (directly or otherwise). And they don't need to look like anything I just need to know what are the major considerations when exporting.

Any insight appreciated.

Rob Ramirez's icon

[i'm moving this topic to jitter forum]

there is no easy answer.
your best bet is take it very slow, and test as you go.

generally, exporting materials from a 3D modeler to a real-time engine is not a one-step process.
the jit.gl.model loader supports material colors, multi-texturing, and that's about it.

for the time being, i recommend jit-ogre for anything more complex.
the ogre manual section on materials is a good place to start:
http://www.ogre3d.org/docs/manual/manual_14.html#SEC23

exporting from blender to a ogre .mesh should not be too hard to figure out.
have you seen these two threads?
http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922
http://www.ogre3d.org/forums/viewtopic.php?f=8&t=50595
not sure how up to date this wiki article is:
http://www.ogre3d.org/wiki/index.php/Blender_to_Ogre

i'm here to assist on any jit-ogre problems as well.
good luck.