@francisdb/vpin-wasm 0.24.0 → 0.25.0
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- package/README.md +27 -0
- package/package.json +1 -1
- package/vpin_bg.wasm +0 -0
package/README.md
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@@ -62,6 +62,33 @@ const vpxBytes = assemble(files, (message) => {
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**Returns:** `Uint8Array` - VPX file bytes
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### Exporting from Blender
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66
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`assemble` accepts Blender's OBJ output directly - n-gons are
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fan-triangulated and `(position, uv, normal)` corners are deduplicated
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on read. The natural workflow
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```
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extract -> open primitive's .obj in Blender -> edit -> save over
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the extracted file -> assemble
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```
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just works. A few Blender export choices keep the result predictable:
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1. **One mesh per file.** VPinball stores one primitive per OBJ. Export
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exactly one selected mesh.
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2. **Triangulate.** Either apply a Triangulate modifier, or tick *Triangulated
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Mesh* in the OBJ exporter. The reader will fan-triangulate too, but
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doing it in Blender keeps the output predictable for non-convex faces.
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3. **Include Normals and UVs.** VPinball requires `vn` and `vt` for every
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face corner. In the exporter make sure *Normals* and *UV Coordinates*
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are checked.
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4. **Apply transforms.** Apply Location, Rotation and Scale before export
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so vertex positions are in the mesh's local frame.
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5. **Material/MTL not used.** VPinball reads materials from the table, not
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from the `.mtl` file. The `mtllib` line in the OBJ is harmless and is
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ignored on read.
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## File Structure
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Extracted files use paths starting with `/vpx/`:
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package/package.json
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package/vpin_bg.wasm
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Binary file
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