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P3diTools

Tools for manipulating and compiling p3di models

Creating p3di models

Use the Blender export addon.

Blender conventions

  • Up is +Z. This is converted to +Y during compilation.
  • Forward is +Y. This is converted to +Z during compilation.
  • One pixel is 0.1m (10cm).
  • The name of the Object becomes the name of the submesh.
  • All Objects must have their rotation and scale transformations applied (Ctrl+A, Rotation & Scale) before export.
    • The origin of an Object becomes the rotation point of a submesh in a compiled model.
  • Sockets are defined by adding Empties of type Arrows (Add, Empty, Arrows).
    • The name of the Empty becomes the name of the socket.
    • The axes as drawn directly correspond to the local coordinate space of the ingame object.
  • Objects may use the scene hierarchy to define rotation-based parenting.
    • This applies to both Empties (sockets) and Objects (submeshes).

Compiling p3di models into p3d models and p3dr rigs

Download the latest release and run P3diTools compile --help

Example command:

P3diTools compile -mrs my_model.p3di

Generates the following output files in the working directory:

  • my_model.p3d
  • my_model.p3dr

Breakdown

  • The compile tool
  • The option chain -mrs
    • m option generates a model
    • r option generates a rig
    • s option snaps pixels to the grid using the default resolution of 128x and epsilon of 0.1 (Run P3diTools compile --help for all options)
  • The input file my_model.p3di

Generating a texture map

P3diTools genmap -r 128 my_model.p3di map.png
  • The genmap tool
  • The option chain -r 128
    • r 128 option option sets a texture resolution of 128x128
  • The input file my_model.p3di
  • The output file map.png

UV vertex snapping is also available for genmap. Run P3diTools genmap --help for all options.