COPPERCUBE VS BLENDER TIPS Last updated: 2025/08/17 The following are tips and things to consider when dealing with 3D models and Blender vs. CopperCube. Software Used ------------- CopperCube (WINE) Blender 2.79b Bforartists 4.5.1 For still-life models, use OBJ, DAE, or PLY file-formats. For animated models, use FBX exported with the newest version of 'Blender' or 'Bforartists' your system can use; doing so with Blender 2.79b, or even v3.4 will create an FBX that freezes CopperCube. ############# # EXPORTING # ############# TL;DR... What ever format you choose, join all objects together, have one material using one texture and one normal map OR light map. If you want to be lazy or make things "cartoony," you can bake material colors to a texture or perhaps bake a full render if only using environment lighting. When exporting a 3D model from Blender, make sure these settings are used... 3D Studio (*.3ds) Forward: Y Forward Up: Z Up - Stores everything in a single file - Does not keep vertex paint information Collada (*.dae) Forward: N/A Up: N/A - Pretty much an alternative to OBJ but stores a bit more information, such as armature. - HOWEVER, CopperCube does not allow DAE for animated models - Textures are not kept within the DAE file Stanford (*.ply) Forward: -Z Forward Up: Y Up - Keeps vertex paint information - Does not automatically export textures but can keep UV information so you will have to export those images yourself. - Cannot use for animation - Must join all meshes or things wont look right Wavefront (*.obj) Forward: -Z Forward Up: Y Up - Exports textures in same directory as the OBJ except in the case of Minetest 'meshport' addon. - Cannot use for animation The quickest way to tell if a model will be oriented correctly before adding to CopperCube is to use the 'G3DViewer' program; you should be able to right-click on an exported model and do an "Open with". The advantage of 3DS and PLY files is that they have everything they need inside of them. If you export to Wavefront (*.obj) or Collada (*.dae), make sure to place these in their own folders since the exporting processes will also result in texture image files in the same relative location. The only formats CopperCube currently support for animated models are FBX, DirectX (*.x), Blitz3D (*.b3d), and Milkshape (*.ms3d). ########################### # IMPORTING TO COPPERCUBE # ########################### CopperCube does not keep material color information. In other words, you cannot be lazy and use materials for coloring, even for your low poly cartoon-like game; you will need to either use vertex paint or have textures. Models with vertex paint may not show unless in Collada (*.dae) or Stanford (*.ply) format. CopperCube can import Blender project files (*.blend) but the orientation and vertex paint colors will be wrong. Also, Blender v3 and newer project files may not work on CopperCube, nor am I sure about Blender v2.8 or v2.9 (Cycles or Eevee related?...). If you decide to make changes to a model in Blender, export, and then need to replace the model in CopperCube, right-click on the model from the "SceneGraph Explorer" panel and "Modify Selection --> Reload mesh from disk". The position of the model will remain where it is. ############################# # EDITING WITHIN COPPERCUBE # ############################# If you named your materials within Blender, CopperCube does not care regardless of whether you import a Blender project or a 3D model file- format. You will only see numbers while in the "IrrEdit - Irrlicht Properties" panel. ############ # WARNINGS # ############ When importing *.fbx, CopperCube may freeze if created with Blender 2.79b; save first. The only reason to use FBX is for animated 3D models. Exporting to FBX via Bforartist 4.5.1 appears to make CopperCube freeze for about a few seconds but then works fine. Models exported from Blender to *.x (Direct X), *.ms3d (Milkshape), and *.b3d (Blitz3D) do not look right at all on CopperCube v6.7.1; I am not sure about other versions.