Poikilos' fork adds the ability to view the frame number, navigate to specific frames, and export a frame as a non-animated OBJ file with UVs intact.
 
 
 
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README.md

b3view

Press 't' for Minetest ../textures with with this (poikilos') forked model viewer for B3D, X, or OBJ files (or any supported by Irrlicht).

Website: poikilos.org

Main Features in poikilos fork

  • stabilized (makes sure font, model or texture loads before using)
  • modernized includes (#include statements specify irrlicht directory instead of assuming it)
  • double-click if this program is associated with the file types (mime types are installed by install.sh to allow this on GNU+Linux Systems --see Compile and Install)
  • hotkeys to cycle through textures and reload model OR texture (see Usage below).
  • see also CHANGELOG.md

Compile

(the original version of this section is from https://code.google.com/archive/p/b3view/wikis/BuildingFromSource.wiki)

Prequisites

  • C++ Compiler (Linux: gcc [C++14], icc; Windows: the project file was created for Visual Studio 2010 but C++14 is required--update or see Troubleshooting and comments for the #include statements in UserInterface.cpp if you have compiler or linker errors)
  • Irrlicht Library
  • Linux only: QtCreator/Qt (4 or 5)

Linux

  • To generate a working makefile, edit the .pro file to reflect your path settings and run:
qmake make -f Makefile.Debug

This will (hopfully) build a binary in the "build" subdirectory. See Troubleshooting for compiling via GUI.

Windows

(If you use MinGW the Linux section of instructions apply. This section only applies to Visual Studio users.)

  • In the "win32" folder of your source tree there's a VC++2010 Solution. Open it up and edit the properties to reflect the correct path to the directory which contains the "irrlicht" directory. After building, you end up with a "win32_build" folder in the source tree which contains the win32 binary.
  • Additionally you have to manually copy the files from the "build" directory to the output folder

Troubleshooting

(gcc and GUI compilation)

  • If you are using GCC to compile, you may need gcc 8.2.1 or higher (C++14 experimental/filesystem works on 8.2.1 for sure, but C++17's filesystem has not been tested and requires minor changes to #include and using statements in UserInterface.cpp)
  • Make sure you have the Irrlicht and Qt development packages (such as via sudo dnf -y install qt-devel qt-creator irrlicht-devel on Fedora 29)
    • Qt is not actually used, only Qt creator (the CONFIG -= qt setting is used in the .pro file).
  • Open Qt Creator, click File, Open, then choose this project's .pro file.
  • Build & Run (if you have trouble compiling, see filehandoff#compiling-issues)
  • Copy all of the files from ./build to your actual build directory, if your build directory is not ./build
  • (optional) Copy your favorite public-licensed font over ./build/ClearSansRegular.tff or to current working directory of program

Install

Windows

  • If you are not using a release version, compile the program (see above) then copy install.bat to your build directory.
  • double-click install.bat (read any messages that appear then press a key to continue when prompted).
  • Associate the B3D file extension (and possibly other Irrlicht- compatible 3D mesh formats--X and OBJ are tested) with %USERPROFILE%\Applications\b3view\b3view.exe (right-click a b3d file, then Open With, show additional programs, then either paste that path or choose This PC, C:, Users, your username, Applications, b3view, b3view.exe)

GNU+Linux Systems

  • copy install.sh to your build directory if you are not using a release version and your build directory is not ./build
  • run install.sh as root, such by running sudo bash install.sh in Terminal from the project directory (if you are not root, the install will install to $USER/Applications after giving an opportunity to cancel with Ctrl C during a countdown). (the script will install the "Blitz3D Model File" (model/b3d) mime type, which will be used for all files with the b3d extension-- this allows associating the file type with a program).
  • Associate the b3d file extension (and possibly other Irrlicht- compatible 3D mesh formats) with b3view: Right-click any B3D file, "Open With...", find or type b3view, then check "Remember application..." or "Set as default..." or something similar depending on your desktop environment (an option to always use the same program will only be available if the mime type was successfully installed for the user profile or system such as via install.sh).

Usage

  • You can click "File," "Open.", then choose an Irrlicht-compatible B3D file. However, the program is much easier to use if you associate the format with b3view (see "Installation" above) so you can just double- click the file to open b3view automatically.
  • - / +: To change animation frame rate in increments of 5 fps, click "Faster" or "Slower," or use - key or +/= key. By default, the scene refreshes at 60fps and the animation runs as 30 fps (Irrlicht does interpolation automatically).
  • t / e: cycle through textures in ../textures using t key (e to go back) such as for Minetest mods, where model must be in modname/models/ and texture must be in modname/textures/. If ../textures doesn't exist relative to the model file's directory, the model file's own directory will be used.
  • F5: Reload last model file
  • r: Reload last texture file

Known Issues

  • Warn on missing texture.
  • Test and complete install.bat on Windows.

Authors