From: Yuan X. <xuy...@gm...> - 2008-04-16 07:17:16
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Hi Joschka, Feng told me that you are working on textures for Nao. It will be great if the robot have the same looking as webots! I know you are very busy on your research working, can we ( Feng and me ) do something help about it? -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Joschka B. <jos...@am...> - 2008-04-16 08:18:55
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Hi Yuan and Feng, On Apr 16, 2008, at 4:17 PM, Yuan Xu wrote: > Hi Joschka, > > Feng told me that you are working on textures for Nao. > It will be great if the robot have the same looking as webots! > I know you are very busy on your research working, > can we ( Feng and me ) do something help about it? Thank you for your offer, I appreciate it :-) I'm afraid modeling the robot shapes requires some work in a 3D program like 3D Studio MAX, Maya, Lightwave, or Blender [1] (which I prefer because it's free :-) ). Learning a tool like that requires some time (I'm still learning myself), but if you have some skills in using one of these tools, or if you have some time and would be willing to learn: I'm happy to get help on this :-) I can give more information on how to get started with Blender if you're interested. Please let me know. Cheers, Joschka [1] http://www.blender.org/ |
From: Yuan X. <xuy...@gm...> - 2008-04-16 08:39:21
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Hi Joschka, > > Thank you for your offer, I appreciate it :-) > You are welcome. We are both interesting in this, and thanks for your information about how to do it. The RoboCup 2008 Exercise Competitions( http://www.robocup-cn.org/exercise/ ) will be held in May 2-3, we hope the Nao robot can play a demo in the game. It would be great if the textures can be finished before that. I think you can finish the work in time as an veteran ;-) However, if you are too busy to get down to it, we are happy to try. After all, we hope you can find time to do it. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Yuan X. <xuy...@gm...> - 2008-04-21 15:21:34
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Hi Joschka, Thanks for your guide! I have created the head of Nao, ( see the attached files ). It is really an art work, it costs me nearly the whole day. And I want to know if there is anything wrong. > > My recommendation would be to start with tutorials on the web, e.g. [1] > would be very suitable I think. Maybe you found some good ones yourself > meanwhile, but I learned a lot from this "Blender 3D: Noob to Pro" Wikibook. > Also great (especially for robot modeling) is the first issue of the > BlenderArt magazine [2]. They have a tutorial on how to model the "Papero" > robot from NEC :-) It's a rather simple robot compared to the Nao, but it's > a good start. Just keep in mind not to use the SubSurf modifiers for the Nao > model, because it creates too many polygons for our purposes. If you use the > "Set smooth" button in Blender (in the "Link and Materials" panel), it > should look good even though you're using just a low number of polygons. > > We also need to create a new soccer pitch and goals for Nao. I started with > this and I have attached what I did so far (not very much ;-) ). I also > modeled the goal, but I had trouble with the texture for the goal net, so I > want to improve it before I send it to you. By the way, I use "Gimp" [3] for > the texture stuff, and "Inkscape" [4] for vector graphics (like lines, for > instance). You'll find these as packages in your Linux distribution I think. > You can open the .xcf files with Gimp and the .svg files with Inkscape. > > Once you have a model in Blender that you would like to export, please > export it with the Wavefront .obj exporter. Make sure that you select > "Normals" and "Triangulate" because the importer needs this information. > Everything else can be left as default values. Put the .obj file into > app/simspark/models and the .mtl file in app/simspark/materials. When you > import an .obj file (have a look into the soccerbot RSG files, e.g. for the > torso), you most likely need to rotate it to have the right orientation (see > for instance the soccerbotcomp torso, I think I use a Transform node and > than setLocalRotation 90 180 0 or sth. like that). I'll try to make a short > article in the Wiki about this soon (or we can create one together, please > try to share what you learn in the process :-) ). > > > > After all, we hope you can find time to do it. > > > > Yes, I would like to, but I really can't promise right now. Unfortunately, > my time is very limited at the moment. :-( > > For now, I hope this information can help to get you started. Please keep > me posted on your progress and feel free to ask if you have any questions. > > Cheers, > Joschka > > [1] > http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Modeling_a_Simple_Person > [2] http://www.blenderart.org/issues/ > [3] http://www.gimp.org/ > [4] http://www.inkscape.org/ > > > > > > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |