The Example Project

This project is designed to test the Blender export facilities and the stand-alone file conversion utilities needed to move 3D objects from Blender, where you build them, to the Auran Jet game engine, where you use them.

Last updated: 12/01/2001


The Initial Objective

The project is intentionally simple so we can check any part of it by hand without getting lost in a vast sea of 3D data. It consists of just two cubes. One is covered with a grid texture projected using the Blender's Cube option. The other is split into two separate pieces: a single flat face supporting a plain concrete texture, and the remaining five sides using a simple green material and no texture. Here's the original objects displayed in Blender with direct and fill lighting.

Out first objective is to create one Jet object displaying the grid pattern on the "face" of the grid cube, and another Jet object displaying the green material and concrete pattern on the small cube. Don't worry about the rest of the faces on the large cube yet, Jet requires that we break it into separate faces to texture each face individually, but that is easy to do.

The object of this initial exercise is to create an ExportGridCube.im Jet Indexed Mesh file for the grid cube, and an ExportSmallCube.im Jet Indexed Mesh file for the small cube.

The final result, running in a simple Jet application, looks like this (note that this picture uses undirected ambient lighting and a somewhat different camera angle, so shadows, highlights and the background are all a bit different):

The conversion routines project the grid texture directly through the large cube. If viewed from the back, you would see a reversed image of the front texture, just as you would in Blender. The top, bottom, and sides are pixels extruded back through the cube, and may change as the angle of view to the object changes.


The Process

The process used to move these objects from Blender to the Jet engine include the following steps:

Despite the simplicity of this example, I have used this process to export fairly complex objects. The monorail I'm playing with has about 7500 polygons in 45 separate components made up from 15 different 3D Blender objects. There are also about 15 different pieces in the initial track objects which use, in some cases, over a thousand additional polygons for each track section. The process to export, split, and convert all of this is surprisingly fast and easy. When we fix the workarounds, it will be even easier. To see the models mentioned here, click here to see the real project.


Next Steps

Next steps include the following