The second thing to do is to change the scale of the object. You can change it to from the default value. So the best way is to shrink it in the export options. If the value of will still be too big for you, then feel free to decrease it more. Of course, you can always omit that step and use a scale node in SceneJS in order to set the desired object size.
After clicking the Save button you will have to wait a bit for the export of your MD2 file to take place. Take note that along with your MD2 file a JPG file will be exported, containing the texture of your object. When the process is finished you can move to the next step, which is importing the MD2 file to SceneJS. Then you must add the MD2 import node into your SceneJS code along with a texture node, a material node and eventually some rotate and translate nodes in order to position your model as you wish.
Below you can find an example of such code. Remember to change the paths in the MD2 node and the texture node, so that they will point to the appropriate assets in your Tizen Web project. Please note that the MD2 loader node has a rate parameter. You can use that parameter to change the speed of the animation. In our example it is set to 1, which means the animation is played back at the same speed as it was designed in Blender. But you can change this value to 2 or 3 and then accordingly the animation will be faster two or three times than the previously designed animation in Blender.
In this article we showed you where to look in order to learn how to create animated 3D models in Blender. We have also showed you how to patch and install the MD2 file export plugin for Blender. Search form Search. You can find many pages with free models. In our example application we have used the animated MD2 3D horse fig. The author Elias Tsiantas gives away for free his models for any use.
So, please do play around with them in order to learn importing MD2 animated models to Three. So what do you need to do when you have your 3D animated MD2 model created or downloaded? First of all you can check if it works properly with the MD2 viewer tool fig. With this tool you can check if the model mesh is properly exported to the MD2 format. You can also check if the animations inside the model are named. We will use later the animation name to select and play the animation inside of Three.
If you were successful in checking the 3D model in the MD2 Viewer, the next step to perform is to actually export the model to an acceptable Three. In our case it will be the Three. There are two ways to do that. If you are creating an animated model from scratch in the Blender 3D suite, then you should download and install the Three. You can obtain it here.
You will find there the whole information how to install and use this plugin in order to export a valid Three. In the second case, where you have a free and ready animated MD2 model, downloaded from the web, you can use this page to automatically convert your MD2 model to a Three. All you need to do is just drag and drop your MD2 file to the browser window. Next, when your model shows up in the browser window in the wireframe mode you can drag its texture from the desktop to the browser window and it will get skinned with given texture.
The last thing to do is to save your Three. To do that, just click the save button in the left part of the screen. Having done that, you are ready for the last step which is importing your Three. Before you load any models in the Three. In this article we are working on the r70 version of Three. Beneath, we show you an example setup including the creation of the Three. You can also spend a few more moments to apply additional editing to the images prepared for conversion.
Then pick the GIF as output format. Then simply press the Start button and your conversion will begin in no time! You are welcome to contact our technical support when you have any questions about reaConverter. MD2 is a 3D model format used by Quake 2 and several other video games created using the id Tech 2 game engine from id Software.
Let's look at the function definition:. Ok, there only are two simple rotations before rendering and for the moment, the time parameter is not used But we'll update this function later, when animating! You can comment the two calls to glRotatef to see why we do that To avoid having a huge model at the screen once the rendering finished, we scale each vertices of the current frame we're rendering.
The scaling operation is processed by the Interpolate function called by RenderFrame. Normaly vertex interpolation have nothing to do with scaling, but because for the moment we are not animating, the Interpolate function will only scale vertices.
Later we'll rewrite it to really interpolate vertices from two frames. Here is the code:. This function initializes an array of vertices with the current frame scaled vertices. Now I would like to talk about lighting a little.
There is two way to light the model. The first way is using OpenGL lighting functions. For that, we just need to set the normal of each vertex we're rendering. The second way to light the model is using glColor for each vertex to fake lighting and shading.
Also this is the way used in Quake II's engine. For this method, there is some work to do. So we'll put all it in the ProcessLighting function, called by RenderFrame like the Interpolate function. But before, we need to create some global variables and initialize others The precalculated normal and dot result lists are two big and not very interesting to show, so they are stored in header files that we simply include to initialize static arrays.
Finaly, the three last global variables are for the ambient light value which range from 0 to , shading value from 0 to and the angle from where come te light 0. First we create a local variable which we'll use to initialize the final light color lcolor and then we adjust the shadedots pointer. The formula is quite obscure, don't worry about it, it works fine it's all we want ;- It comes from the Quake II's source code.
Now drawing each triangle! Remember at the beginning of this document when I gave a piece of code rendering each triangle of the current frame. Figure 5 shows this idea:. This is what are made gl commands for!
The OpenGL command list is a particular array of integers. We'll initialize a pointer pointing at the beginning of the list and read each command until the pointer return 0.
Now how does it work? It is not very simple the first time but with some practice you'll see that in reality it is quite simple ;- Look at figure 6 for a representation of OpenGL command list each rectangle represent one command which is one integer value :. We start creating two local variables. The array is static so it's declared only once.
It's better for performance improvement than creating a new array at each call of this function. The size of the array is constant and is the maximum number of vertices that a model can hold. The second variable is ptricmds. It is the pointer which will read OpenGL commands. Then we save polygon attributes, reverse orientation of front-facing polygons because of the GL commands and enable backface culling. We process all calculus needed for the lighting, interpolate vertices and scale them, and bind the model texture.
All the rendering is done in the while statement. First we get the triangle type and the number of vertices to draw. In the for statement we parse each vertex.
Because each vertex has 3 values stored in the gl command list, we increment the pointer by 3 when all vertices of the group are processed. For each vertex, we set the lighting color using the pointer on the dot product result table for the light angle and the final lighting color calculated by the ProcessLighting function. Textures coordinates are casted from int to float. We obtain the normal vector from the anorms table and render the vertex from the array initialized just before.
Notice that if you don't use OpenGL lighting, the call to glNormal3fv don't do anything and if you use it, the call to glColor3f doesn't affect anything. Remember the static animlist array. It has been designed to store all minimal animation data, that is to say the index of the first and last frame, and the fps count for running the animation.
Here is the initialisation:. We'll use an index to access to animation data, but it is better to define a macro for each index for readability of the source code:. So to set an animation we must retrieve animation data and initialize current animation data with it.
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