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	<title>Comments on: Blender to POD for Oolong</title>
	<atom:link href="http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/</link>
	<description>Computing at the Edge!</description>
	<lastBuildDate>Fri, 19 Aug 2011 00:29:53 +0000</lastBuildDate>
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	<item>
		<title>By: Erwin Coumans</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-281</link>
		<dc:creator>Erwin Coumans</dc:creator>
		<pubDate>Wed, 25 Nov 2009 00:28:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-281</guid>
		<description>You could check out readblend or bParse, both can read .blend files directly. In particular bParse has easy access to any data within the Blender file. Check out http://code.google.com/p/gamekit/ or see Oolong Engine/Examples/Demos/readblend

There is no example how to read the skinned/animation data yet, but it will be added.</description>
		<content:encoded><![CDATA[<p>You could check out readblend or bParse, both can read .blend files directly. In particular bParse has easy access to any data within the Blender file. Check out <a href="http://code.google.com/p/gamekit/" rel="nofollow">http://code.google.com/p/gamekit/</a> or see Oolong Engine/Examples/Demos/readblend</p>
<p>There is no example how to read the skinned/animation data yet, but it will be added.</p>
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	<item>
		<title>By: Paul Z</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-279</link>
		<dc:creator>Paul Z</dc:creator>
		<pubDate>Mon, 02 Nov 2009 17:55:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-279</guid>
		<description>Hi Paul(s), I&#039;m Paul..

Any more news on this technique? Specifically, I&#039;m worried about supporting animation like Alex above. Anyone get it to work?</description>
		<content:encoded><![CDATA[<p>Hi Paul(s), I&#8217;m Paul..</p>
<p>Any more news on this technique? Specifically, I&#8217;m worried about supporting animation like Alex above. Anyone get it to work?</p>
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	<item>
		<title>By: Alex</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-266</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Wed, 01 Jul 2009 10:20:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-266</guid>
		<description>Hi, Pod format supports animated and skinned models.

Does anyone know how to export a skinned model from blender? 
Unfortunally blender collada exporter does not support skinning..

For now the only way I found to create a POD file with an animated/skinned model is use the 3ds max plugin.. but consider that 3ds max is free for 30day and non-commercial use.
I can&#039;t sell my game without a regular licence..

so.. any suggestions?</description>
		<content:encoded><![CDATA[<p>Hi, Pod format supports animated and skinned models.</p>
<p>Does anyone know how to export a skinned model from blender?<br />
Unfortunally blender collada exporter does not support skinning..</p>
<p>For now the only way I found to create a POD file with an animated/skinned model is use the 3ds max plugin.. but consider that 3ds max is free for 30day and non-commercial use.<br />
I can&#8217;t sell my game without a regular licence..</p>
<p>so.. any suggestions?</p>
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	<item>
		<title>By: greg</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-257</link>
		<dc:creator>greg</dc:creator>
		<pubDate>Mon, 15 Jun 2009 05:41:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-257</guid>
		<description>heh, it is unique... but I&#039;ve messed a little with max and maya and they&#039;ve each got their ways of doing things - I only enough to know nothing, though. I tried vertex colouring in blender on friday and it just gave me white cubes. Awesome :)

I read some other posts on the list about quake model support, and asking if anyone (particularly you) had managed to get animation from blender into the iphone. I can&#039;t say I&#039;m anywhere close to that - the hello oolong world falling cubes compilation is where I&#039;m at, and all this other performance and opengl and c++ memory managenent programming stuff is currently making my head hurt. I&#039;ll keep following your posts - thanks for sharing the info.

// greg</description>
		<content:encoded><![CDATA[<p>heh, it is unique&#8230; but I&#8217;ve messed a little with max and maya and they&#8217;ve each got their ways of doing things &#8211; I only enough to know nothing, though. I tried vertex colouring in blender on friday and it just gave me white cubes. Awesome <img src='http://www.BluMtnWerx.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I read some other posts on the list about quake model support, and asking if anyone (particularly you) had managed to get animation from blender into the iphone. I can&#8217;t say I&#8217;m anywhere close to that &#8211; the hello oolong world falling cubes compilation is where I&#8217;m at, and all this other performance and opengl and c++ memory managenent programming stuff is currently making my head hurt. I&#8217;ll keep following your posts &#8211; thanks for sharing the info.</p>
<p>// greg</p>
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		<title>By: paul</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-256</link>
		<dc:creator>paul</dc:creator>
		<pubDate>Sat, 13 Jun 2009 15:01:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-256</guid>
		<description>The Blender tutorial states right up front that the GUI is unique and hard to use initially but you&#039;ll grow to love it.  Well, I can&#039;t say I love it yet, but at least I can use the tool.  Sometimes you really have to hunt for the functionality you need.  Thank goodness for the tooltips over the buttons or I&#039;d never figure it out!

Here&#039;s the link to the texturing post for those who are following behind...
http://www.BluMtnWerx.com/blog/2009/06/opengl-es-text…oolong-powervropengl-es-texture-mapping-for-iphone-oolong-powervr/</description>
		<content:encoded><![CDATA[<p>The Blender tutorial states right up front that the GUI is unique and hard to use initially but you&#8217;ll grow to love it.  Well, I can&#8217;t say I love it yet, but at least I can use the tool.  Sometimes you really have to hunt for the functionality you need.  Thank goodness for the tooltips over the buttons or I&#8217;d never figure it out!</p>
<p>Here&#8217;s the link to the texturing post for those who are following behind&#8230;<br />
<a href="http://www.BluMtnWerx.com/blog/2009/06/opengl-es-text…oolong-powervropengl-es-texture-mapping-for-iphone-oolong-powervr/" rel="nofollow">http://www.BluMtnWerx.com/blog/2009/06/opengl-es-text…oolong-powervropengl-es-texture-mapping-for-iphone-oolong-powervr/</a></p>
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		<title>By: greg</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-255</link>
		<dc:creator>greg</dc:creator>
		<pubDate>Sat, 13 Jun 2009 05:04:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-255</guid>
		<description>hi Paul,

good stuff - I just saw the oolong list arrive with your message... I&#039;ll check your texture post out later :)

I tried wrangling with blender a little yesterday - it&#039;s always been a tricky beast to get started with and I&#039;ve never really gone further than opening it up and doing very simple things. I did mess with the pipeline a little (made a cube, exported to collada, converted to pvr and viewed in shaman), but I haven&#039;t gone as far as oolong stuff yet (much more reading and head scratching required!).

cheers,

// greg</description>
		<content:encoded><![CDATA[<p>hi Paul,</p>
<p>good stuff &#8211; I just saw the oolong list arrive with your message&#8230; I&#8217;ll check your texture post out later <img src='http://www.BluMtnWerx.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I tried wrangling with blender a little yesterday &#8211; it&#8217;s always been a tricky beast to get started with and I&#8217;ve never really gone further than opening it up and doing very simple things. I did mess with the pipeline a little (made a cube, exported to collada, converted to pvr and viewed in shaman), but I haven&#8217;t gone as far as oolong stuff yet (much more reading and head scratching required!).</p>
<p>cheers,</p>
<p>// greg</p>
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	<item>
		<title>By: paul</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-254</link>
		<dc:creator>paul</dc:creator>
		<pubDate>Fri, 12 Jun 2009 03:26:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-254</guid>
		<description>I&#039;ll try to get the texturing blog post finished tomorrow.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll try to get the texturing blog post finished tomorrow.</p>
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	<item>
		<title>By: greg</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-253</link>
		<dc:creator>greg</dc:creator>
		<pubDate>Fri, 12 Jun 2009 01:47:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-253</guid>
		<description>hi Paul,

I&#039;m about to run through the oolong101, making some models and getting them imported etc to learn me some iphone/c++/oolong action. I was wondering about the semi-painful toolchain of creating geometry and then having to apply the textures by hand (in code), so I&#039;ll be searching or waiting for your post about the easier pipeline from blender including texturing :)  ...otherwise I&#039;m assuming that you were previously having to load and apply textures to each face in code (using the mesh nodes you documented above) - fine for small stuff like I&#039;m about to try, but not great for more model data.

I haven&#039;t checked that part of the oolong code yet, but do the pod importers not have renderers? Is it the coder&#039;s responsibility to set up and draw the faces etc. for models?

as a non-mac (and not really a c++) programmer, thanks for your other xcode setup and sound tips as well - I&#039;m hoping to get stuck in over the next few weeks to try and make sense of it all. Actually, I&#039;m interested in getting some 2d stuff happening as well (and have noticed a few posts on the oolong list about it vs cocos2d etc) so it will be interesting to see how things come together.

cheers,

// greg</description>
		<content:encoded><![CDATA[<p>hi Paul,</p>
<p>I&#8217;m about to run through the oolong101, making some models and getting them imported etc to learn me some iphone/c++/oolong action. I was wondering about the semi-painful toolchain of creating geometry and then having to apply the textures by hand (in code), so I&#8217;ll be searching or waiting for your post about the easier pipeline from blender including texturing <img src='http://www.BluMtnWerx.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   &#8230;otherwise I&#8217;m assuming that you were previously having to load and apply textures to each face in code (using the mesh nodes you documented above) &#8211; fine for small stuff like I&#8217;m about to try, but not great for more model data.</p>
<p>I haven&#8217;t checked that part of the oolong code yet, but do the pod importers not have renderers? Is it the coder&#8217;s responsibility to set up and draw the faces etc. for models?</p>
<p>as a non-mac (and not really a c++) programmer, thanks for your other xcode setup and sound tips as well &#8211; I&#8217;m hoping to get stuck in over the next few weeks to try and make sense of it all. Actually, I&#8217;m interested in getting some 2d stuff happening as well (and have noticed a few posts on the oolong list about it vs cocos2d etc) so it will be interesting to see how things come together.</p>
<p>cheers,</p>
<p>// greg</p>
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		<title>By: Paul</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-252</link>
		<dc:creator>Paul</dc:creator>
		<pubDate>Mon, 08 Jun 2009 01:41:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-252</guid>
		<description>Great! I&#039;m looking forward to it. I&#039;ve tinkered with Blender in the past... but now I&#039;m going through some tutorials in earnest. Maybe by the time I can make actually the art I need, you&#039;ll have your blog post published!</description>
		<content:encoded><![CDATA[<p>Great! I&#8217;m looking forward to it. I&#8217;ve tinkered with Blender in the past&#8230; but now I&#8217;m going through some tutorials in earnest. Maybe by the time I can make actually the art I need, you&#8217;ll have your blog post published!</p>
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		<title>By: paul</title>
		<link>http://www.BluMtnWerx.com/blog/2009/03/blender-to-pod-for-oolong/comment-page-1/#comment-251</link>
		<dc:creator>paul</dc:creator>
		<pubDate>Sat, 06 Jun 2009 15:16:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=38#comment-251</guid>
		<description>I haven&#039;t tried that, but it sounds like an interesting path to pursue.  i&#039;ll look into it.  Since I wrote this post, I have figured out how to use textures properly in Blender and am getting excellent results when exporting through Collada to PoverVR POD.  I have a blog post on the topic in progress, but I have to finish an update to iPunt before I can finish the blog post.  (Unless I get some spare hours where I&#039;m just too burned out to do real work!)</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t tried that, but it sounds like an interesting path to pursue.  i&#8217;ll look into it.  Since I wrote this post, I have figured out how to use textures properly in Blender and am getting excellent results when exporting through Collada to PoverVR POD.  I have a blog post on the topic in progress, but I have to finish an update to iPunt before I can finish the blog post.  (Unless I get some spare hours where I&#8217;m just too burned out to do real work!)</p>
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