Blender 2.5 is not really stable yet but the NDS Exporter is “finally” working with Blender 2.5. Note the quotes in finally because the script works with at most the revision 25923 of Blender but not the Alpha-0 release.
Go to GraphicAll to get an up-to-date version of Blender 2.5 otherwise you’ll have to wait for the next alpha release.
I’m not forgetting Blender 2.4x users because I’m planning to apply almost the same changes on the script.
In this latest version, Animations are “supported” and extra Python modules like NumPy and PIL are not required anymore.
Here are some explanations:
- NumPy was used to cast floats into point-fixed floats and I manage to write this with only the struct module.
- PIL was used to convert texture images from your mesh materials into PCX images. Now you have to use a format that is readable by Blender (Use PNG for your UV editing and mapping and remember The Gimp is your friend). I’ve send a patch that enable Blender to read PCX to the Blender Community, but this will likely not be commited. Vote for it : [#20427] allow IMBuf to load PCX
Changelog for v0.3 alpha:
- Rewrote all the binary conversion parts with the struct module.
- Enabled Animation export.
- Enabled commandline batch exporting.
- Removed ability to export textures to PCX format.
(More consitent infos on the GitHub Wiki)
Check and download files linked at the bottom of this post.
Install the file nds_3d_export.py inside the scripts directory of your Blender installation.
It may be found with the python function
bpy.utils.script_paths()(only in Blender 2.5) or check the Files section in your User Preferences in the Blender.
To export your model from Blender, first you have go to the menu
File -> Export -> NintendoDS CallListthen select the directory where you want to save the exported model.
Unlike the former version of the script, there is no graphical interface to control options, therefore the script will export in binary with Animations, UVs, Normals (if these 3 last elements are present with the model). Colors export doesn’t work.
If you want to export with other settings, read the
doc/INSTALLfile to export with the script
- Compile your DevkitArm project
You must now have a
Put these files in the data directory of your DevkitARM project and add the glCallList stuff corresponding to your binary file.
Check the demo sources of my libgoengine (in
Special Thanks to:
Tom Tallian for his great low poly models of Team Fortress 2