![]() ![]() NPM_CONFIG_PREFIX=~/.joplin-bin npm install -g joplin The recommended way is to use the following installation script as it will handle the desktop icon too: Simply copy the file JoplinPortable.exe in any directory on that USB key the application will then create a directory called "JoplinProfile" next to the executable file. The portable application allows installing the software on a portable device such as a USB key. All applications have similar user interfaces and can synchronise with each other. ![]() Three types of applications are available: for the desktop (Windows, macOS and Linux), for mobile (Android and iOS) and for terminal (Windows, macOS, Linux and FreeBSD). A Web Clipper, to save web pages and screenshots from your browser, is also available for Firefox and Chrome. The application is available for Windows, Linux, macOS, Android and iOS (the terminal app also works on FreeBSD). When synchronising the notes, notebooks, tags and other metadata are saved to plain text files which can be easily inspected, backed up and moved around. The notes can be synchronised with various cloud services including Nextcloud, Dropbox, OneDrive, WebDAV or the file system (for example with a network directory). Plain Markdown files can also be imported. enex files can be imported into Joplin, including the formatted content (which is converted to Markdown), resources (images, attachments, etc.) and complete metadata (geolocation, updated time, created time, etc.). The notes are searchable, can be copied, tagged and modified either from the applications directly or from your own text editor. This will be ideal for mobile game assets.Joplin is a free, open source note taking and to-do application, which can handle a large number of notes organised into notebooks. We will also add the ability to generate a convex hull low poly and to split each meshes in individual convex hull then Union boolean them to remove the meshes inside. The assets will be exported in glTF by default to be more modern. If the polycount is too low or you want to try a lower polycount you will just have to enter the new LOD0 polycount (other LODS will be calculated at 50, 25, 12.5%) and relaunch the script, the asset will be updated in the game engine. So you will be able to go from the high poly in Blender to the game asset visible in your game engine with a single button. Two maps will be baked: the diffuse and normal so it could take sometimes less than 10 seconds to have your game asset.Ībout a batching to generate a low poly from each high poly, this won’t work, there is a lot of trial and error to find the best polycount for each asset, it will work if you set an high value but they won’t be game assets anymore.īut to compensate not having a batching for individual high poly we will speedup the workflow by adding in the script the ability to automatically export the LODs and textures automatically in the game engine and take the name of the main selection to avoid overwriting the files and add the LOD suffix. This will speed up the workflow the compositing won’t be needed and the ID mask on the high poly too, the diffuse map will be generated directly. I haven’t figured out how to do that in script yet, but it would make this workflow a great deal easier and less complicated/prone to error. Last note: if you use more than one material, you’ll have to switch all the material outputs for each bake. I thought I had it once, but it always looked terrible. I don’t bother with normal inputs because I haven’t found a useful way to bake that (yet). It turns everything black because it’s basically entirely specular, so the AssetGen Bake output has no metallic input. ![]() ![]() You can’t bake diffuse (albedo) with metallic. Normal map will be generated from both Geometry and the Displacement sockets.
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