Sandbox Home Page Forum Home Platinum Arts Sandbox Free 3D Game Maker Sandbox General Support; Some model Import questions. Having issues not related to a specific Sandbox game mode? Get help here! Please also read the rules for support when posting support requests.
Scale: 1 Blender Unit (Within the dimensions portion) = 1 pixel within 001. Example – A cube in blender with the dimensions 32x32x32, will equal a 32x32x32 cube in 001. (Scale refers to the dimensions of your object, since the Scale can be set in Blender to any unit value it is best to disregard it until you better understand Blender.) Specular Components – whilst using Blender and exporting via the DAE exporter, it should be noted that a specular component of 0 will automatically default to 40. “Why is my model so much darker in 001?” Blender has a material settings panel that can change the diffuse color of a model, which affects the texture.
Setting the diffuse Intensity value to 1 in this right side dash Material Panel fixes this issue. “How do I export an animated model from Blender so that I can import it into 001 Game Creator?” The easiest solution would be to select the armature and then export it as a COLLADA (.dae) file (see image below for export settings): Please note that the “Copy” option (bottom of second panel) should only be selected the first time you export, otherwise it can cause the texture to no longer display on the model. Blender also has issues importing COLLADA files so it’s recommended that you save your model as a.blend file before exporting so that you can easily modify your model later on if needed. Also the Apply Modifiers can be checked if you have any modifiers like Mirror or Subsurface Division in your mesh and you want the final model to have them. Color/Diffuse Mapping – is the base texture of the 3D model. Normal Mapping (Optional) – is an optional texture used to add higher detail to the 3D model. Most commonly used to reduce the need of high poly models (thus conserving resources).
With the introduction of 3D, now support normal mapping. UV Mapping – 001 supports UV Mapping for both animated and static 3D models. UV Mapping is a way of mapping a 3D model in which you map each part of the 3D model into a picture, and this picture will be used as the texture for model. Inside Blender, in Edit Mode, click on the faces you want to texture, press CTRL+E and click on Mark Seam.
This will separate the selected face for a specific texture. Marked edges will become red.
If you don’t mark seams for the faces you want, they may overlap with the same texture (sometimes you will want this). Now open a new view UV/Image Editor, so you can see both the 3D view and UV/Image Editor on your screen.
In edit mode, press Z to see wireframe mode, press A to select the entire model, press U to bring up UV options and click on Unwrap. This will generate the faces you need to create textures. You can alternatively use Island Mode in UV Editor to organize your model’s faces accordingly. You can rotate, move them around and even scale them at will, this will not affect your model. On the UV view, click on UVs menu and click on Export UV Layout. This will export a picture with the exact layout for your textures. You can right click on each face in the 3D view and it will highlight where it is in your UV mapping, in case you cannot identify by looking at the UV faces.
After you’ve created your texture, go back to Blender and load the image you made by clicking on Open Image on the UV/Image Editor view. Press ALT+Z to preview your model with the texture. Change to Object Mode.
Now go on the Texture tab and press New to create a new Texture. Select Image/Movie type and load the texture image. Under Image Mapping options, set the Extension to Clip. Then, go over Material tab and press New to create a new Material. Go back to the Texture tab and pick the texture you made from the texture selector. It should show a tick. This means your material is using this texture.
When exporting the model, it will use this material as a texture. You can tinker with material options to refine your texture and preview it by clicking on Material shading. Is oriented at the model’s back and should have the same alignment for weapons.
Shields, on the other hand, align width-wise along the X axis and the front should face Y+. Troubleshooting “When I import as an.obj or.fbx my model is gray and untextured!” Check the names of your files and materials. If there are any spaces in the file name, it will not be recognized due to the way.obj and.fbx import library coding works. The easiest way to fix this is to edit your material name and file name to instead use hyphens in place of spaces. (Example: 001 Gladiator.obj should instead be named 001-Gladiator.obj. The same method would be used in your materials names, which can be edited in your 3D rendering software of choice.).
“Nothing is showing up!” Check your scale. If your scale is too small or too big then nothing will show up. “I know animation is supported but how do I bring it to 001 Game Creator?” To export animations it is best to have an armature for your 3D model. To export the armature and all children of said armature, you highlight your armature, hit export in Blender under file, then choose which format to export to.
In that screen you scroll down and check the children and armatures boxes, also remember to check the boxes for materials and textures. “I have multiple keyframe timelines in my animation, will 001 Game Creator import it properly?” No. What you will have to do is bake your animation to a single timeline.
To do this in blender open Pose Mode, Press A to select all of your bones, navigate to the Pose option in the bottom left and then go up to the Animation option. This should pull out the Bake Action/Animation feature. Select it and follow the options after. “I can add 3D models as but can’t add them as?” To import a model to a tile make sure your is set to “Lower Object”, then right click it, select “Replace”, click on the drop down menu in the bottom-right and select “3D Models”. “Color/Diffuse textures aren’t showing up!” Make sure the assets are in the same folder. “How do I fix vertical/horizontal lines from appearing on my floor/wall tiles?” In the window, click on the “Edit Compression” button to bring up the window and then select the “Padding” option.
I'm really keen to import my 3D models into GM, but the information on doing so seems scarce. The best I've found so far is a script from Martin Crownother that exports from Blender into GM, which is fine. Where I'm scratching my head is, my models use materials - just simple coloured areas of the 3D model, not textures, deliberately simple looking like Crossy Road. I don't need any advanced texturing. My question is, does anyone know a method for importing.OBJ models, maintaining that colour / material information, so GM can display the model in all of its colourful glory? Or would I have to resort to a UV map instead?
I'm really keen to import my 3D models into GM, but the information on doing so seems scarce. The best I've found so far is a script from Martin Crownother that exports from Blender into GM, which is fine. Where I'm scratching my head is, my models use materials - just simple coloured areas of the 3D model, not textures, deliberately simple looking like Crossy Road. I don't need any advanced texturing. My question is, does anyone know a method for importing.OBJ models, maintaining that colour / material information, so GM can display the model in all of its colourful glory? Or would I have to resort to a UV map instead?