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Tutorial: How to properly export a 3D Collada model from Blender to use in Papervision3D

Papervision3D is a 3D engine for Flash. Blender is a 3D studio. Collada is a 3D file format. All of these are open-source and the documentation is done by volunteers, which means it can be a real nuisance trying to figure out how to do the simplest task. So I've thrown my hat in the ring and prepared this tutorial to show how to get your Collada models into a state that Papervision3D can use. UPDATE: If you want to learn how to apply different materials and manipulate objects, go to my other tutorial.

If you want a textured material for your model, you need to create an image that gets mapped onto the surface of your model. I hate tutorials with unnecessary words, so let's get going on how to do this. Keep in mind that you'll likely want to experiment with different options after you've found out "what works".

  1. This tutorial uses Blender 2.4.4 (updated for version 2.4.6+, see parentheses). This is a good version to have if you ever want to use the "Bake Textures" feature (not covered here). If you use a different version, the features I am describing may not be found in the same menus or panels (like the Collada export plugin ). You've been warned!
  2. Create new file (click File>New).
  3. Make your model. For this tutorial you might want to use the basic cube that appears by default.
  4. Go into UV face select mode. (version 2.4.6+ users just select Edit Mode – your menu is different) Where to find UV Face Select mode
  5. Click Face>unwrap UVs (version 2.4.6+ users click the Mesh menu and select "UV Unwrap")
    picture_3
  6. Click Unwrap(smart projections) and then click OK (using the defaults). (version 2.4.6+ users should be okay from here on)
    picture_4
  7. Now you can see an unwrapped map of the surface in the UV/Image Editor. To do this, click the Window Type icon and then select UV/Image Editor:
    picture_7
  8. Click UVs>Scripts>Save UV Face Layout. This saves a Targa (tga) file that you can edit in Photoshop (or another image editor). Make sure to save the file as .png or .jpg (the formats that Flash & Papervision3D understand) from Photoshop.
  9. In Blender again, select Image>Open and select the file you modified in Photoshop. It's probably a good idea to activate the "Relative Paths" button before you click the Open Image button (just to get in the habit) but for some reason the resulting Collada file still uses absolute paths. We'll fix  this later.
  10. Go back to 3D View via the popup menu (see step 7 above).
  11. Choose "Textured" from the Draw Type popup.
    picture_8
    The texture should now appear on the model. It won't render yet though... hit f12 to see.
  12. In the buttons window, click the Shading button or hit f5. Then click the Material button.
    picture_9

  13. If all you see is a "Links and Pipeline" menu, click the "Add New" button. Under the Material tab that now shows, select the TexFace button. Now if you do a test render (f12) you can see the UV map now.
  14. Click File>Export>COLLADA 1.4. Select "Triangles", "Use Relative Paths" and "Use UV Image" (latest version of plugin says 'Use UV Image Mats'). Make note of the file path. Then click "Export" or "Export and Close".
    picture_10
  15. That's it! Now you can import the model as a Papervision3D Collada object! If you happen to have trouble with the file you might want to check it in a text editor to see whether the paths to your texture file are actually relative paths (no references to your local hard drive).




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Comments
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Grakie 2010-08-23 18:05:01

cool thanks, fingers crossed my AR marker will work!
Saving
Grakie 2010-08-23 14:43:50

When I go to save as a .tga it only allows me to save a .svg?

When you click Save Face Layout in #8 there's a button in the following dialog which toggles between targa and svg. -Allan
Great!!!
Giorgio 2010-08-01 19:39:20

thanks, it works!
Not sure
alteredegg 2009-11-11 13:37:47

@Davide, I've never seen that problem before, sorry. Looks like you might have to re-install something.
Collada UV texture error
Davide Moriello 2009-11-04 11:30:42

Hi,

I have a problem in export with blender to collada file with UV textures :-S

I have create a basic box mesh but when I click export I have this error.

http://img513.imageshack.us/img513/7182/blenderpr
oblema.jpg

Thx and Bye from italy
here's a start
alteredegg 2009-08-31 13:32:23

To learn papervision3d you could try http://pv3d.org/ or http://papervision2.com
You might have to search elsewhere to find a tutorial for 3dsmax.
collada
pradeep 2009-08-31 06:10:23

am realy interested to learn papervision3d.

Can anyone tell me how can i start?

How can i create collada files in 3d max and export it and use in papervision3d?

thanks in advance.

Please
Thank you!
Sebastian 2009-07-09 12:31:03

Thank you very much for this usefull tutorial!
Thank you!
mayobutter 2009-02-16 01:12:01

I'm actually trying to get 3d models onto an iPhone, which requires using collada as an intermediary format to POD (optimized format for the iPhone OpenGL ES). Finally was able to get textures working using this method.
Thank you!
Ross 2008-11-29 01:38:28

THANK YOU. Thank you, thank you, thank you. It works now.
uv maps are not necessary
alteredegg 2008-09-22 14:01:15

No Shannon, UV maps are not necessary. I have learned a good deal more about this since writing this tutorial. I plan to write another one soon detailing how to set up your model and apply other materials using
Actionscript. Hopefully soon! :)
are uv maps necessary
Shannon 2008-09-19 21:18:14

is it necessary to use uv mapping?

in Blender I have ONLY had success using your technique;

however there are times when uvmaps are not wanted, and rather just common
texture positioning/scaling/rotating;

thanks,
Shannon
resolved!
Francesco 2008-09-12 09:21:37

resolved! just select all mesh of object!
no texture
Francesco 2008-09-12 07:57:15

if i export my file in .dae and import in papervision the .swf file show just geometry and no texture. In my .dae file don't find any link to image texture!
Example: in this file
http://papervision2.com/wp-content/downloads/dae/c ow.dae i find this:


./Cow.png



why in my file is not linked jpeg/png file of texture?
Thanks
Bob 2008-07-24 13:16:32

Good tutorial and I got my first dae into papervision as a result :)
No prob
avatar
allan 2008-07-04 21:23:27

Glad to help out! Take care now.
Thank you so much!!!
Joey 2008-07-04 21:10:33

Thank you Allan, that did the trick!


I've was testing my .SWF's in Flash and pulling my hair out because there were no textures. I'm just learning about using Blender with Papervision3D. All works well when I
publish to HTML and view the model in IE. Huge relief! Thank you so much again!
hmm
avatar
allan 2008-07-04 19:51:29

@Joey, are you viewing the SWF through an HTML file? If the HTML is in a different directory than the swf and/or JPEG that may cause trouble.
Export Problem
Joey 2008-07-04 19:38:19

Arg, please help!

I used UV mapping on a model (Blender 2.4.6) but when I export my model in Collada 1.4, and try importing it into Papervision, the .SWF file shows only the geometry of my model with the triangles
black, and the edges pink...no texture. In Blender I can see the texture when I hit F12 (I have TexFace toggled "on"). I can render other textured models online using the same Papvervision code. In Collada 1.4 I
only have the "Triangles" and "Use UV Mats" buttons toggled on for exporting...and I open the .DAE file and I change the image URL from an absolute path to a relative one...the image is in the same folder
as the Flash file and the Blender file.

Does anyone know what I'm doing wrong?
CodeJockey...
Joey 2008-07-04 19:31:49

I think in 2.4.6, in Edit mode, you go to "Mesh" > "UV Unwrap". Then select "Unwrap (smart projections)" and when a little dialogue box appears, just click OK to use the default settings.
UV Face Select
ByronStar 2008-06-04 21:05:55

I had the same problem: Go to "Edit Mode" and there you can use "Mesh>UV Unwrap". The rest should be identical.

I selected "Use Relative Paths" as well an for me it worked. I had no XML to edit
- provided the .dae file is in the same directory as the image file.

Hope this helps
Not sure
Allan 2008-06-04 17:19:35

Sorry, I haven't used that new version yet and it will be a few days before I can check this. Write something here if you find out an answer, thanks!
2.46 Question
CodeJockey 2008-06-04 13:22:05

Sorry for the newb question, but I cannot seem to find the "UV Face Select" option in Blender 2.46. Would you know where I can find it? Are there other changes to you instructions above for version 2.46? I
really appreciate any help you can provide!
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