Hi there, I’m trying to set up Texture blending using Vertex coloring with a Blender model ( to blend different texture edges ).
I have done some research on this and come across a few posts describing some of the solutions and some of the problems.
One of the problems seems to be Blender only exporting Vertex Colors using RGB, not RGBA ( if I have understood correctly ) - as mentioned by Jessy in this Post:
So, with further research, I’ve manage to solve the first issue - which is how to get Blender to export a customizable Alpha value for the vertex colors.
This involves modifying the ‘export_fbx.py’ ( C:\Program Files (x86)\Blender\2.58\scripts\addons\io_scene_fbx\ ):
Replace the existing code block ( search on the first line ), with the one below ( please note - back up the ‘export_fbx.py’ file beforehand ):
for col in colors:
fakeAlpha = (col[0]+col[1]+col[2]) / 3
if i == -1:
file.write('%.4f,%.4f,%.4f,%.4f' % (col[0],col[1],col[2],fakeAlpha))
i = 0
else:
if i == 7:
file.write('
')
i = 0
file.write(',%.4f,%.4f,%.4f,%.4f' % (col[0],col[1],col[2],fakeAlpha))
i += 1
ii += 1 # One more Color
This just sets the Alpha value to an average of the RGB color intensities, so you can just use grayscale painting really.
( Nb: Blender invokes this export script, so it will work just by re-saving the .blend file )
BUT - now I’m back to same issue as I had with the RGB shader, in the using the RGBA shader, comes up with the same lack of texture - it only seems to use the FIRST color of each of the two textures to colorize the entire object.
I’m thinking maybe there is a texture import setting I don’t know about…