<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
	<title type="html"><![CDATA[Forums - Bricks in Motion - LDraw to Blender?]]></title>
	<link rel="self" href="http://bricksinmotion.com/forums/feed/atom/topic/5689/"/>
	<updated>2010-03-14T18:27:08Z</updated>
	<generator>PunBB</generator>
	<id>https://bricksinmotion.com/forums/topic/5689/ldraw-to-blender/</id>
		<entry>
			<title type="html"><![CDATA[Re: LDraw to Blender?]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/123144/#p123144"/>
			<content type="html"><![CDATA[Here's what you do. After you have created a model in LeoCad (you can also create one in MLcad, but either one works. I use LeoCad), you need to export it as a Wavefront file. You can do this by just going into    file>export>wavefront  . Export your model to wherever you want it in your documents or something. Then open up blender. After openning up blender, go into    file>import>wavefront(obj.)    . After you click that, a gray screen should show. Just browse into wherever you exported your model as a wavefront to, and then click it. Then click import. A small box comes up after that. It's basically just a settings box for the model. Don't worry about it. Just press ok. You should now have your model imported on the main blender screen. On the bottom box/section, there should be basically be a bunch of different buttons, just as before. At the very top left of that rectangular box at the bottom of your screen, the should be a small little white box with to gray rectangles in it. Click it, and then select timeline. The timeline should replace all of those setting buttons. You should have a small green line at the beginning of your timeline on frame one. Move, rotate, scale, or whatever you want by clicking spacebar, then going to transform. Then click the letter i on your keyboard to create the keyframe. Continue to do this until your animation is completed. Then simply export it.]]></content>
			<author>
				<name><![CDATA[eoh49]]></name>
				<uri>https://bricksinmotion.com/forums/user/1473/</uri>
			</author>
			<updated>2010-03-14T18:27:08Z</updated>
			<id>https://bricksinmotion.com/forums/post/123144/#p123144</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: LDraw to Blender?]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/122933/#p122933"/>
			<content type="html"><![CDATA[Download LeoCad (You can find that from the LDraw website), and install it onto your computer. Then, import the .ldr file into LeoCad, and go to File>>Export>>3D Studio. Open up Blender, delete the default cube, then File>>Import>>3ds>>*Choose the .3ds file you saved*, then hit import, and hit okay to the size constraint of 10, because you can always scale the bricks when they're imported.

Hope it helps.]]></content>
			<author>
				<name><![CDATA[BGanimations]]></name>
				<uri>https://bricksinmotion.com/forums/user/841/</uri>
			</author>
			<updated>2010-03-13T23:31:05Z</updated>
			<id>https://bricksinmotion.com/forums/post/122933/#p122933</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[LDraw to Blender?]]></title>
			<link rel="alternate" href="https://bricksinmotion.com/forums/post/122866/#p122866"/>
			<content type="html"><![CDATA[I recently downloaded both LDraw and Blender, and have started to get a good handle on both.
How do you import LDraw files (.ldr) into Blender for animation?  I'm guessing you need a converter of some sort, but which one is the best?
sorry im still kinda new at this, so any help would be appreciated! :D]]></content>
			<author>
				<name><![CDATA[phantom_x]]></name>
				<uri>https://bricksinmotion.com/forums/user/1454/</uri>
			</author>
			<updated>2010-03-13T20:02:05Z</updated>
			<id>https://bricksinmotion.com/forums/post/122866/#p122866</id>
		</entry>
</feed>
