Sooo I’m kind of at the point where I need to get some local space environment functionality into the game. Like, space stations to dock with and stuff like that. I’m not planning anything terribly fancy 3D modeling-wise right now, so I figured to make some simple placeholder art I’d crack open Blender again for the first time in a year or two and Jesus wept what the hell is it with that program’s user interface. I mean, it just, it… it… There is simply no excuse for such an obtuse, random mess. (Shamus Young’s Blender rant is still quite applicable here; the only thing that’s changed since 2006 is that the interface has been revised once or twice and is still equally awful, just in slightly different ways.) After I got stymied just trying to rotate the damn camera I gave up before things got violent and decided to once more embark on my usual fruitless quest to find a functional 3D modeler. With trepidation, knowing that the end point of the journey would be failure, I stepped out into the Internet, and —
Oh, Wings 3D. Huh. Well, that was easy. Took me like five minutes to slap that baby up there together. The only thing I had to look up was how to open the precise movement menu, and even that, I realized afterwards, was called out in the status bar. So. Uh. …Good, I guess.
Now, the one thing Blender does have which Wings 3D doesn’t is my custom exporter that I wrote a while back. In order to write one for Wings I’ll have to apparently do it in Erlang. Well, learning an entire new computer language is probably easier than figuring out how to move the camera in Blender and definitely more fun, so I promise to give it the old college try.
(The other thing to remain vigilant about is to what extent I can get flat surface normals exported out of the application. Oh sure, everything looks fine now, but I still remember the nightmarish and ultimately failed struggle to get Milkshape to produce the flat shading I wanted. So, you know, trust but verify as a great man once said.)