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theli
05-31-2010, 09:30 AM
you select files to which you would like to export
animation export exports currently selected animation with set start and end frame

Jaycoob
05-31-2010, 09:48 AM
ok, so let me get this straight.

I imported an .obj model to blender, now I wanted to export it as .model file, what should I do then? In the mesh thing I will still browse for the .obj model I wanted exported? then in anims thing, I browse for some .clip file? this things are just soo confusing as I am still learning, so pls do understand if I seem to be dumb when it comes to shtty complicated things like this! :P

theli
05-31-2010, 10:17 AM
you either select existing files to overwrite or change to directory of your choice and type desired filenames

Deztiny
05-31-2010, 10:22 AM
nice umm model make work here any models from game? ^^

Jaycoob
05-31-2010, 10:33 AM
you either select existing files to overwrite or change to directory of your choice and type desired filenames

uhh... I dnt see any options where I can save a desired file in some directory in that exporter thing. and when I brose for some .model file to overwrite, it just gives an error "Phyton Script error blah blah" and sht. wtf am I doing wrong? ok, I click file, click export, click K2 (model/clip) then some crappy complicated sht pops up that forces you to browse a mesh and an anim, what should I browse in mesh? what should I browse in anim? why cnt it just be simply an export script like the other exporters that simply lets u save it? Also, there is never an option in export script that lets you save stuff, all it does is fcking force you to browse for sht, then all it gives you are errors!

Yuichi
05-31-2010, 03:26 PM
uhh... I dnt see any options where I can save a desired file in some directory in that exporter thing. and when I brose for some .model file to overwrite, it just gives an error "Phyton Script error blah blah" and sht. wtf am I doing wrong? ok, I click file, click export, click K2 (model/clip) then some crappy complicated sht pops up that forces you to browse a mesh and an anim, what should I browse in mesh? what should I browse in anim? why cnt it just be simply an export script like the other exporters that simply lets u save it? Also, there is never an option in export script that lets you save stuff, all it does is fcking force you to browse for sht, then all it gives you are errors!
It is as simple as it can be...
First you open the file that you want to get exported.
Then you export it.
If you set the model path as a c:/test.model it will export it with the name: test.model and it can be found in root of c:/
For animations/clips part you dont have to set anything unless you want to.
Its just there so that you can do both model and clips export with one click.

Jaycoob
05-31-2010, 09:56 PM
so, the file that I should open can be any file types right? as long as it's a mesh/model? so which means I can open a .obj file then export?

Jaycoob
05-31-2010, 11:37 PM
ok, fck I still get this bs error! all I did was type in the path in mesh then clicked export
as you can see here:
http://imgur.com/qrCDW.jpg

Then it gave me this error:
http://imgur.com/MdY7g.jpg

Please, help! I dont know what I did wrong here :/

Pisus
05-31-2010, 11:42 PM
Edit: Delete this post.

Danary
06-01-2010, 12:17 AM
I apologize if this has been answered before but I don't really use blender but am very familiar with other 3D packages. I have installed the two scripts by putting them under .blender/scripts folder and I can see the option to import HON files. Now the problem is when I import I get an error saying Module OS can not be found. (The very first import of the script) From my experience it can not find the "os" file..

Is there something else I was supposed to download or setup in the preferences? I have checked all the pages of this thread and haven't found a solution but it could be me overlooking something. (I also have python installed on the comp but not sure if I have to link blender to it some way.)

Thanks guys.
Dane

*EDIT* Maybe I am using the wrong version of python.. I just installed the newest version today along with the newest version of blender. I think the python was 3.something but looks like blender uses 2.4?

MaxGhost
06-01-2010, 01:01 AM
Yep. This uses an older version of python. Make sure to install the right one.

Yuichi
06-02-2010, 03:10 PM
Jaycoob do what it says... check the console...
Your problem could be anything and only console can give specific information about it.

Jaycoob
06-03-2010, 08:05 AM
hmm ok!

AdolfSlither
06-03-2010, 08:10 AM
Thanks on contribution sir!

CiXwOw
06-07-2010, 01:16 PM
I can't seem to import gadgets. Specifically Scouts Electric Eye. Is it just me who has this problem, or do the scripts not yet support it?

Yuichi
06-07-2010, 01:54 PM
Untick : "Skip non physique meshes".
Works fine that way.

CiXwOw
06-07-2010, 07:14 PM
Untick : "Skip non physique meshes".
Works fine that way.
Ah, excellent! Thank you!

Hellhund
06-08-2010, 07:22 AM
I really want to start to make attempts on those 3d models as I want to do this as a job in the future but when I try to import one of the model files Its giving me an error am I making something wrong? Im putting it on the mesh one and just pressing import

Yuichi
06-08-2010, 09:51 AM
What error does it give you? Check the console.
Are you sure that you are trying to import .model file?

Oh and btw free tip for everyone.
Import = opens s2 .model files.
Export = saves as s2 .model file.
(Some people dont seem to get this no matter how its explained...)

Hellhund
06-08-2010, 11:55 AM
Yeh thats what I get and Im sure I am tring this on the model files ( tring it on high/med/low.model files ). couldnt write in details , attempting to solve this. really want to make something or at least make small changes

Edit : ah saw my fault ty =) ( I was tring to import file with an untitled one I guess x) )

Hellhund
06-08-2010, 12:10 PM
any reason this nymphora looking this much scary? :OO

Better I go back to the blender tuts x) only know how to move this model

tchackie
06-08-2010, 12:52 PM
any reason this nymphora looking this much scary? :OO

Better I go back to the blender tuts x) only know how to move this model

I guess that might be, because there is no texture applied to the model.

theli
06-08-2010, 12:53 PM
looks pretty legit to me, just rendered as solid, not smooth (hint)

Hellhund
06-08-2010, 05:03 PM
I guess that might be, because there is no texture applied to the model.

Didnt mean that.I tried to say it is very complicated as this will be my first attempt with a 3d model x) . I will watch the tut videos about character modeling in blender's website already watched the 1st one and its very easy to understand exept the guy talkng has a different ascent. I hope you will answer some of my noob questions If I have some difficulties =))

Hellii
06-08-2010, 06:11 PM
So how do I put textures on this thing? I'll have to do it manually, or can that be imported as well? (I'm new to this, sorry for the stupid question.)

Yuichi
06-09-2010, 07:40 AM
You will have to manually extract the right texture file from the textures.s2z and then turn it into .tga.
(.dds files doesnt seem to work on my comp atleast.)
After that just read some blender tutorials since this isnt : "Omg how do I use blender" thread :P
Hint: Make new thread or pm me and Ill try to help. Ill check the forum atleast once day.

Hellhund
06-09-2010, 08:17 AM
Uhm what happened to nymphora? I just deleted her wings :D:D

Yuichi
06-09-2010, 09:25 AM
Upload the model somewhere so I can take a look.

Hellhund
06-09-2010, 10:01 AM
http://img52.imageshack.us/img52/9503/nymphh.jpg
Thats just because I couldn't export the model correctly?

theli
06-09-2010, 10:43 AM
yeah, something is wrong, upload your .blend file so we can take a look

Hellhund
06-09-2010, 11:48 AM
Problem is not at the model its just Im doing something wrong while exporting because I tried to export the model without any modifications on it and got the same error again in console about the face texture ... am I doing something wrong? I am just picking export and selecting the exact file I opened do I need to put something to the bottom blank?.

Edit: My 1st Masterpiece
http://img266.imageshack.us/img266/9896/ilaheser.jpg

theli
06-09-2010, 03:14 PM
Problem is not at the model its just Im doing something wrong while exporting because I tried to export the model without any modifications on it and got the same error again in console about the face texture ... am I doing something wrong? I am just picking export and selecting the exact file I opened do I need to put something to the bottom blank?.

Edit: My 1st Masterpiece
http://img266.imageshack.us/img266/9896/ilaheser.jpg

you need at least post that error you get...
btw, nice boobs

Hellhund
06-09-2010, 03:58 PM
http://img526.imageshack.us/img526/2466/errorfr.jpg
Here it is Im getting the same error even I dont make any changes.

(about the boobs : couldnt findout how to make them a little more circular )

theli
06-10-2010, 12:12 AM
well, you have some untextured faces :-/ ... either assign UV to them or remove them
also, it is suggested to triangulate before exporting (or it may lose rigging)

Hellhund
06-10-2010, 02:22 AM
But is it possible to give an error Im not even doing any changes just importing high.model then exporting it into high.model again and giving me error. Didnt understand how this happens

theli
06-10-2010, 07:25 AM
i tried just importing and then exporting and it worked just fine

Hellhund
06-10-2010, 09:53 AM
I am sure I am doing something wrong can you check it please I put them with an order. at least the opposite order :P

http://img441.imageshack.us/g/37304746.jpg/

tick oldest to see at the correct order . Ty

greg_attack
06-10-2010, 10:49 AM
Hi,
whenever I try to import a model into blender, it says "Error: select needed armature only".
I couldn't find any information about this problem, so I wonder if one of you experts could help me?

theli
06-10-2010, 12:06 PM
I am sure I am doing something wrong can you check it please I put them with an order. at least the opposite order :P

http://img441.imageshack.us/g/37304746.jpg/

tick oldest to see at the correct order . Ty
it tries to export ALL meshes in your current scene, i guess you have some other meshes in your scene then

Hi,
whenever I try to import a model into blender, it says "Error: select needed armature only".
I couldn't find any information about this problem, so I wonder if one of you experts could help me?
this error happens only when you are importing an animation clip and have selected several/none armatures (you need to have selected single armature to which imported animation should be loaded)

Hellhund
06-10-2010, 12:16 PM
Ah I see now that little cube is still remaining there after I import it thank you very much Theli

theli
06-11-2010, 04:08 AM
Ah I see now that little cube is still remaining there after I import it thank you very much Theli
so it worked after that?

i was going to implement 'export selected only' ... but the development is currently on hold until blender 2.5 release comes out (i am going to port scripts to new api)

Hellhund
06-11-2010, 08:26 AM
Yeh it worked thanks to you , that little cube down the model was ruining everything.

Seirei666
06-11-2010, 09:59 AM
Can somebody help me?

Even if I change nothing on the model after importing I can't export it.
I've got no experience in blender, maybe it's something easy and nooby that I don't know about, but I really don't get whats wrong.
I've got a picture of the error message I'm getting:
http://img339.imageshack.us/img339/7264/errorft.png

theli
06-11-2010, 10:18 AM
script can't export anything without an armature

Seirei666
06-11-2010, 02:20 PM
So, what exactly is an armature and how do I have to apply it and where? :/
As I said I've never used Blender and haven't heard from something like this in other 3D Apps.

Yuichi
06-11-2010, 04:36 PM
So, what exactly is an armature and how do I have to apply it and where? :/
As I said I've never used Blender and haven't heard from something like this in other 3D Apps.
Armature is what bones are called.
So basically armature = bones.(S2 uses them more like joints instead of bones.)
Its used to deform and animate the models.

theli
06-11-2010, 06:22 PM
armeture == skeleton

Seirei666
06-11-2010, 08:39 PM
and do I have to place them by hand or how do I get them?
In my example I've imported Behemoth into Blender but I only got the model but no armature :/

theli
06-12-2010, 03:26 AM
and do I have to place them by hand or how do I get them?
In my example I've imported Behemoth into Blender but I only got the model but no armature :/
i have no idea how you could 'only got the model but no armature' :confused:

Hellhund
06-12-2010, 04:10 AM
I may be the king of errors :D but either I dont get the armatures when I import one of the low.models. maybe you should try this on a high.model.

MaximB
06-30-2010, 04:43 AM
Hello theli !

I love that you made an export/import for Blender
Blender is a great program that sometimes underrated due to being free and FOSS.
I used to play with it a few years ago, and I bought the 2.5 Blender video course.

Many people already moved from 2.49 to 2.5 Alpha2 it's time to update your script.
When the Blender 2.5/2.6 exporter/importer will be ready ?

theli
06-30-2010, 07:12 AM
When the Blender 2.5/2.6 exporter/importer will be ready ?
http://forums.heroesofnewerth.com/showpost.php?p=1112769&postcount=161

PappaRajRaj
07-08-2010, 08:50 AM
I really can't understand how to import the files...

I want to import Zephyr into Blender.

I got the right Python version and i got the k2 / hon import. Then i choose "high.model" as Mesh and i've tried a lot of diffrent things in the animation - not choosing anything, choosing the mesh it self, choosing stuff in animation1 etc etc.


What should i choose to import? :< I've read the whole thread but to no avail.


What i wanna do is that i want an animation of a Yellow Ward in high res with it's eye looking around like it does ingame, with a transparent background, any help to do this would be extremly appriciated.

Would love to learn it my self but if someone wanna do it for me i'd be happy as well!

PappaRajRaj
07-08-2010, 09:17 AM
This is what im looking to create, but with an animated and correct model of course

http://gyazo.com/29a5959b3ab45c56adbcc75c63113888.png

Annoying that each tutorial starts with me having successfully imported the model, but i can't seem to get it to work...

theli
07-08-2010, 10:07 AM
here is an eye blend file http://dl.dropbox.com/u/4443078/temp/eye.blend
here is an example render (1.7Mb)


http://dl.dropbox.com/u/4443078/images/eye.gif

PappaRajRaj
07-08-2010, 11:55 AM
here is an eye blend file http://dl.dropbox.com/u/4443078/temp/eye.blend
here is an example render (1.7Mb)






Thank you so much :-) now let's see if i can add the glow... any pointers on how to do that? :-)

chrrox
07-12-2010, 11:21 PM
Can you explain how the weighting works please.
I am trying to create a max script and i have everything working fine except for weighting.
I tried to read the python code but i am not used to it.
Just a simple structure like meshid boneid numweights weights or something like that is all i need.

theli
07-13-2010, 12:36 AM
Can you explain how the weighting works please.
I am trying to create a max script and i have everything working fine except for weighting.
I tried to read the python code but i am not used to it.
Just a simple structure like meshid boneid numweights weights or something like that is all i need.
hey, python is the best thing ever :P


u32 mesh index
u32 vertices count
for each vertex:
u32 weights count
weightcount floats - weights
weightcount u32 - indexes (index of bone)

chrrox
07-13-2010, 05:36 PM
Thanks that worked perfect.
can you explain the bone parent id's like that i think i am close with them.
here is my max script.



if (heapSize < 20000000) then
heapSize = 200000000 -- allow ~ 40 MB instead of just 7.5 MB. Prevents "Runtime Error: Out of scripter memory"

fname = getOpenFileName \
caption:"Open Heroes of Newerth Model File" \
types:"Heroes of Newerth Model File(*.model)|*.model" \
historyCategory:"Heroes of NewerthObjectPresets"
f = fopen fname "rb"

fn ReadFixedString bstream fixedLen =
(
local str = ""
for i = 1 to fixedLen do
(
str += bit.intAsChar (ReadByte bstream #unsigned)
)
str
)

SMDLhead = ReadFixedString f 8
unk01 = readlong f
version = readlong f
num_meshes = readlong f
num_sprites = readlong f
num_surfs = readlong f
BoneCount = readlong f
fseek f 0x18#seek_cur
bone1 = ReadFixedString f 4
bonesize = readlong f

BNArr = #()
for i = 1 to BoneCount Do (
BoneParentID = readlong f
BoneParentID = (BoneParentID + 1)
m11 = readfloat f; m12 = readfloat f; m13 = readfloat f
m21 = readfloat f; m22 = readfloat f; m23 = readfloat f
m31 = readfloat f; m32 = readfloat f; m33 = readfloat f
m41 = readfloat f; m42 = readfloat f; m43 = readfloat f
tfm = matrix3 [m11,m12,m13] [m21,m22,m23] [m31,m32,m33] [m41,m42,m43]
tfm = inverse tfm
m11 = readfloat f; m12 = readfloat f; m13 = readfloat f
m21 = readfloat f; m22 = readfloat f; m23 = readfloat f
m31 = readfloat f; m32 = readfloat f; m33 = readfloat f
m41 = readfloat f; m42 = readfloat f; m43 = readfloat f
tfm2 = matrix3 [m11,m12,m13] [m21,m22,m23] [m31,m32,m33] [m41,m42,m43]
bnamesize = readbyte f#unsigned
BoneName = readstring f

newBone = bonesys.createbone \
tfm.row4 \
(tfm.row4 + 0.01 * (normalize tfm.row1)) \
(normalize tfm.row3)
newBone.name = BoneName
newBone.width = 0.3
newBone.height = 0.3
newBone.wirecolor = yellow
newbone.showlinks = true
newBone.setBoneEnable false 0
newBone.pos.controller = TCB_position ()
newBone.rotation.controller = TCB_rotation ()

append BNArr newBone
if i != 1 then
newBone.parent = BNArr[BoneParentID]
)



--fseek f bonesize#seek_cur -- skip bones
mesh1 = ReadFixedString f 4
unk07 = readlong f
unk08 = readlong f
unk09 = readlong f
VertexCount = readlong f
fseek f 0x1C#seek_cur
nsize1 = readbyte f#unsigned
nsize2 = readbyte f#unsigned
nname1 = readstring f
nname2 = readstring f

Vert_array = #()
Normal_array = #()
UV_array = #()
Face_array = #()

vrts = ReadFixedString f 4
vrts_size = readlong f
null = readlong f
for a = 1 to VertexCount Do (
vx = readfloat f --read xyz coordinates
vy = readfloat f
vz = readfloat f
append Vert_array [vx,vy,vz] --save verts to Vert_array
)
lnk1 = ReadFixedString f 4
lnk1_size = readlong f
null1 = readlong f
weightc1 = readlong f
struct weight_data
(
boneids,weights
)
Weight_array = #()
used_id_array = #()
for a = 1 to weightc1 Do (
w = (weight_data boneids:#() weights:#())
maxweight = 0
WeightCount = readlong f

if WeightCount == 1 do (
weight1 = readfloat f
weight2 = 0
weight3 = 0
weight4 = 0
weight5 = 0
weight6 = 0
weight7 = 0
bone1 = readlong f
)
if WeightCount == 2 do (
weight1 = readfloat f
weight2 = readfloat f
weight3 = 0
weight4 = 0
weight5 = 0
weight6 = 0
weight7 = 0
bone1 = readlong f
bone2 = readlong f
)
if WeightCount == 3 do (
weight1 = readfloat f
weight2 = readfloat f
weight3 = readfloat f
weight4 = 0
weight5 = 0
weight6 = 0
weight7 = 0
bone1 = readlong f
bone2 = readlong f
bone3 = readlong f
)
if WeightCount == 4 do (
weight1 = readfloat f
weight2 = readfloat f
weight3 = readfloat f
weight4 = readfloat f
weight5 = 0
weight6 = 0
weight7 = 0
bone1 = readlong f
bone2 = readlong f
bone3 = readlong f
bone4 = readlong f
)
if WeightCount == 5 do (
weight1 = readfloat f
weight2 = readfloat f
weight3 = readfloat f
weight4 = readfloat f
weight5 = readfloat f
weight6 = 0
weight7 = 0
bone1 = readlong f
bone2 = readlong f
bone3 = readlong f
bone4 = readlong f
bone5 = readlong f
)
if WeightCount == 6 do (
weight1 = readfloat f
weight2 = readfloat f
weight3 = readfloat f
weight4 = readfloat f
weight5 = readfloat f
weight6 = readfloat f
weight7 = 0
bone1 = readlong f
bone2 = readlong f
bone3 = readlong f
bone4 = readlong f
bone5 = readlong f
bone6 = readlong f
)
if WeightCount == 7 do (
weight1 = readfloat f
weight2 = readfloat f
weight3 = readfloat f
weight4 = readfloat f
weight5 = readfloat f
weight6 = readfloat f
weight7 = readfloat f
bone1 = readlong f
bone2 = readlong f
bone3 = readlong f
bone4 = readlong f
bone5 = readlong f
bone6 = readlong f
bone7 = readlong f
)
if(weight1 != 0) then
maxweight = maxweight + weight1
if(weight2 != 0) then
maxweight = maxweight + weight2
if(weight3 != 0) then
maxweight = maxweight + weight3
if(weight4 != 0) then
maxweight = maxweight + weight4
if(weight5 != 0) then
maxweight = maxweight + weight5
if(weight6 != 0) then
maxweight = maxweight + weight6
if(weight7 != 0) then
maxweight = maxweight + weight7
if(maxweight != 0) then
(
if(weight1 != 0) then
(
w1 = weight1 as float
append w.boneids (bone1+1) --BoneID_array[bone1+1])
append w.weights (w1 / 100.0)
append used_id_array (bone1+1)
)
if(weight2 != 0) then
(
w2 = weight2 as float
append w.boneids (bone2+1) --(BoneID_array[bone2+1])
append w.weights (w2 / 100.0)
append used_id_array (bone2+1)
)
if(weight3 != 0) then
(
w3 = weight3 as float
append w.boneids (bone3+1)--(BoneID_array[bone3+1])
append w.weights (w3 / 100.0)
append used_id_array (bone3+1)
)
if(weight4 != 0) then
(
w4 = weight4 as float
append w.boneids (bone4+1)--(BoneID_array[bone4+1])
append w.weights (w4 / 100.0)
append used_id_array (bone4+1)
)
if(weight5 != 0) then
(
w5 = weight5 as float
append w.boneids (bone5+1)--(BoneID_array[bone4+1])
append w.weights (w5 / 100.0)
append used_id_array (bone5+1)
)
if(weight6 != 0) then
(
w6 = weight6 as float
append w.boneids (bone6+1)--(BoneID_array[bone6+1])
append w.weights (w6 / 100.0)
append used_id_array (bone6+1)
)
if(weight7 != 0) then
(
w7 = weight7 as float
append w.boneids (bone7+1)--(BoneID_array[bone6+1])
append w.weights (w7 / 100.0)
append used_id_array (bone7+1)
)
)
append Weight_array w


)


--fseek f lnk1_size#seek_cur
face = ReadFixedString f 4
face_size = readlong f
null = readlong f
face_count = readlong f
facesize2 = readbyte f#unsigned
for a = 1 to face_count Do (
f1 = (readshort f) + 1 --read face indices, games are start form 0, but Max start from 1
f2 = (readshort f) + 1 --so we add 1 to each index
f3 = (readshort f) + 1
append Face_array [f1,f2,f3] --save faces to Face_array
)
texc = ReadFixedString f 4
texc_size = readlong f
null = readlong f
null = readlong f
for a = 1 to VertexCount Do (
tu = readfloat f --read UV float value
tv = (readfloat f) * -1
append UV_array [tu,tv,0] --save UVs to UV_array
)

tang = ReadFixedString f 4
tang_size = readlong f
fseek f tang_size#seek_cur

sign = ReadFixedString f 4
sign_size = readlong f
if sign == "nrml" do (
null = readlong f
for a = 1 to VertexCount Do (
nx = readfloat f --read xyz coordinates
ny = readfloat f
nz = readfloat f
append Normal_array [nx,ny,nz] --save verts to Vert_array
)
)
if sign == "sign" do (
fseek f sign_size#seek_cur
)
total_size = getFileSize fname
if total_size != (ftell f) do (
nrml = ReadFixedString f 4
nrml_size = readlong f
null = readlong f
for a = 1 to VertexCount Do (
nx = readfloat f --read xyz coordinates
ny = readfloat f
nz = readfloat f
append Normal_array [nx,ny,nz] --save verts to Vert_array
)
)
msh = mesh vertices:Vert_array faces:Face_array --build mesh
msh.numTVerts = UV_array.count
buildTVFaces msh
for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]
for j = 1 to Normal_array.count do setNormal msh j Normal_array[j]

max modify mode
select msh
skinMod = skin ()
addModifier msh skinMod
for i = 1 to BNArr.count do
(
maxbone = getnodebyname BNArr[i].name
if i != BNArr.count then
skinOps.addBone skinMod maxbone 0
else
skinOps.addBone skinMod maxbone 1

)

modPanel.setCurrentObject skinMod

for i = 1 to Weight_array.count do
(
w = Weight_array[i]
bi = #() --bone index array
wv = #() --weight value array

for j = 1 to w.boneids.count do
(
boneid = w.boneids[j]
weight = w.weights[j]
append bi boneid
append wv weight
)

skinOps.ReplaceVertexWeights skinMod i bi wv

)
for i = 1 to BNArr.count do (
j = i + 1
if i == j do (
if used_id_array[i] != used_id_array[j] do (

skinOps.removebone skinMod used_id_array[i]
)
)
)

max create mode


fclose f

theli
07-14-2010, 12:13 AM
Thanks that worked perfect.
can you explain the bone parent id's like that i think i am close with them.
here is my max script.

huh?

chrrox
07-14-2010, 05:38 AM
Are the bones split into sections?
When i import the bones i get this.This does not look like normal bone parenting to me.
I am taking the id and adding 1 to it and this is what i get.
Here is what i get with chronos.

http://a.imageshack.us/img695/2416/chronos.png

theli
07-14-2010, 05:48 AM
why are you adding 1 ?
this is the correct bone parenting tree
http://a.imageshack.us/img227/491/armature.png
Bip01 Spine is folded but you get the idea

theli
07-14-2010, 09:39 AM
[2010.06.14]
updated scripts, import script now supports animation clips from Savage 1 (silverback engine)

XIII
07-19-2010, 01:14 PM
Hey theli, great job on your script so far! I've been using it for months now and it is just awesome, I love it.:D
I'm not sure if you know this already or have any plans on fixing it, but when I export a clip using your script, it is approximately 3 times larger than a clip exported using the S2 exporter.
When I tried opening and comparing two animation clips (Max and Blender exports), I noticed that your clips have more repeating data.
Anyway, this isn't anything big but I think it would make your script one step closer to perfection if fixed.:)

theli
07-20-2010, 05:30 AM
Hey theli, great job on your script so far! I've been using it for months now and it is just awesome, I love it.:D
I'm not sure if you know this already or have any plans on fixing it, but when I export a clip using your script, it is approximately 3 times larger than a clip exported using the S2 exporter.
When I tried opening and comparing two animation clips (Max and Blender exports), I noticed that your clips have more repeating data.
Anyway, this isn't anything big but I think it would make your script one step closer to perfection if fixed.:)
hm, i'm pretty sure i had implemented motion key compression in exporter .. however it was absent ...
anyway .. i reimplemented that and also added new setting to export script - how much digits to leave for motion keys after decimal point when rounding (bigger - more precise, smaller - smaller filesize) ... setting it to 4 (default) you will end with file a bit bigger then original, with 3 you will get file a bit smaller then original

XIII
07-22-2010, 06:33 AM
Thanks for the update! I just tried it with the default settings and it worked real nice.

K4spi
10-09-2010, 08:20 AM
Any news about porting this to blender 2.5? I would be very thankful for it, since 2.5 is the only version I'm familiar with. (because of the new user interface) The beta is already out.

theli
10-10-2010, 04:31 AM
Any news about porting this to blender 2.5? I would be very thankful for it, since 2.5 is the only version I'm familiar with. (because of the new user interface) The beta is already out.
i know that beta is out, and i still plan to port.. however i don't have much time atm for that ... but i'll port it someday ... patches are welcome :P

AceSamael
10-11-2010, 04:30 AM
Simply awesome!

Yuichi
11-18-2010, 01:30 AM
Just thought I would stop by and say thanks.
Also would love to have it on the newer versions since they make life so much easier :)
Its just a hassle to use 2.49b to export/import things but I'll manage somehow.
Just dont let this awesome thing die.

LooLoo
12-27-2010, 06:27 PM
I've been fiddling around with this for a while now and I can't seem to find a way to get the texture image to load onto the mesh. I found:

http://www.packtpub.com/article/textures-in-blender

It doesn't seem to automatically load it, and I've done all of the settings required. Is there something I am missing?

I used an older version of blender before while trying to retexture Lineage 2 characters. Although it was a long time ago, I managed to get it to work and I enjoyed using that method for texturing far more than sketch and guess.

Here's a link to what my blender looks like and the settings I used, maybe someone can clue me in on wtf I did wrong. :(

http://img233.imageshack.us/img233/3691/helpvg.th.jpg (http://img233.imageshack.us/i/helpvg.jpg/)

Thanks for the help and I appreciate any assistance given.

Yuichi
12-27-2010, 10:27 PM
1. Go to edit mode.
2. Press A to select everything.
3. Then go to UV/Image editor.
Now you shouldnt see the texture anymore.
Not a problem just open/load it again by clicking ^ next to the file name.

It should now assign the texture to faces you have selected.
Which is why I had you select them all.

If the texture shows up wrong you just need to flip it vertically in some image editor.
(Or you can flip the UV map but its easy to forget to change it back.)

Hope that made sense.

LooLoo
12-28-2010, 08:25 AM
Thank you so much. I'm going to try that right now. I knew someone would come to my rescue, and I knew it would be something simple that I just couldn't figure out on my own.

Kasumi
12-28-2010, 09:09 AM
Guys what Blender version you used?

i gonna try some ideas but i have only maya in my pc :X

Yuichi
12-28-2010, 11:40 AM
The script works only in the latest stable version which is 2.49b.
Although I like to to use the latest beta version a bit more (2.55) so Im constantly switching between them.

Oh and if you do any animations do it in 2.49b.
Opening a 2.55 .blend file with older version will cause the animation data to be lost.
That is if I remember correctly. Cant check it right now.

Just to be safe if you dont know what you are doing use the 2.49b.

Kasumi
12-29-2010, 07:52 AM
The script works only in the latest stable version which is 2.49b.
Although I like to to use the latest beta version a bit more (2.55) so Im constantly switching between them.

Oh and if you do any animations do it in 2.49b.
Opening a 2.55 .blend file with older version will cause the animation data to be lost.
That is if I remember correctly. Cant check it right now.

Just to be safe if you dont know what you are doing use the 2.49b.

Ty i gonna try 2.49b is most safe to my ideas.

Delita
01-02-2011, 09:12 AM
If I want to export,for example, the Valkyrie model from HoN should I use the exporter of this blender?

I read the topic but just wanted to understand that.

Delita
01-04-2011, 05:53 AM
Anyone?

Yuichi
01-04-2011, 06:36 AM
Importer = gets things FROM the game.
Exporter = gets thing INTO the game.

So if you want to open Valkyrie model you should use importer.

Ajhacket
02-07-2011, 11:43 AM
Just wanted to add a few notes of congrats and thanks to Theli for all the hard work he put into this importing script.

With Blender 2.55 moving 2.56 just recently I dont think it should be too much longer before we end up seeing a stable Blender version released.

Recently I picked up zBrush 4 and cant wait to do some high-poly sculpts with the models from HoN.

For all those "champing at the bit" to have the new exporter for blender 2.5x hang in there it shouldnt be too much longer.

Ill be back to check on this post, if people have questions regarding how to use blender, I can probably provide limited answers (yuichi has made great points).

When I get a sculpt done ill be sure to post it for you all to see.

Happy blending, in a world where everything costs money (software wise) the Blender community and opensource software package reminds me a little of whats capable when people put aside greed and work together for the good of a bunch of artists and hobbyists. Huge Kudos to them.

As a last thought go to youtube.com and do a search for "Sintel" this 15min short film is amazing and it was made soley with opensource technology.

mheyman
02-14-2011, 04:21 PM
I can't for the life of me figure out how to install scripts in Blender 2.49. I found tutorials for 2.5 though... Can anyone assist me?

mheyman
02-14-2011, 05:31 PM
Figured it out... but now when I import a .model it loads for a while... then nothing. Am I missing something here?

When I open Blender I get this message:

"Checking for Python... No installed Python found. Only built-ing modules are available. Some scripts may not run."


But I've tried installing several different Python builds, even restarted the computer. Thoughts?


EDIT: K figured all of that out. Got stuff out of blender and into Maya. Used .fbx to get it into Maya though I don't think any of the animation got over. Ill have to test it by bringing it into Max and using the exporter S2 released.

Can't stand blender, that program is god awful.

IT_WAS_LAG
02-17-2011, 02:12 AM
anyone got a good guide for dummies on how to use this?

Pixologic
03-20-2011, 10:56 AM
The k2 importer/exporter used to work but now i get an error every time i try it! Plz help

EDIT: "ERROR : No such a file or directory"

What can i do to fix this?

Pixologic
03-21-2011, 02:07 PM
Come on somebody help me!

theli
03-21-2011, 04:29 PM
The k2 importer/exporter used to work but now i get an error every time i try it! Plz help

EDIT: "ERROR : No such a file or directory"

What can i do to fix this?

what gives you such error? o_O

Pixologic
03-22-2011, 07:46 AM
When i try to import succubus or behe's avatar (i havent tryed any other model since a long time ago) it crashes!

theli
03-23-2011, 02:30 AM
and what blender outputs in console?

Boot2Asses
05-05-2011, 02:56 PM
how do u use this..?sorry im new to this stuff but very interested...

Pixologic
05-12-2011, 09:58 AM
Sorry dude I'm stupid (:D) ...i fix it!

But now i have another problem, i dont know how to export the model/animation


PLZ i need your help theli, visit this thread! >>> http://forums.heroesofnewerth.com/showthread.php?p=13509966#post13509966

thecsapprnt
06-05-2011, 12:31 PM
Everyone,

After talking with theli, I will be releasing a git repo with the
scripts for blender version 2.57.

At this point, the import script is semi-working. The animation data
is still messed up, but everything else seems to be working. I
have not started porting the export script yet.

I expect to be updating the repo's README with status updates,
so I probably won't post them here unless they are fairly big.

I welcome any suggestions or patches - especially if someone can
figure out the animation issues before I do!

Git Repo Link:
https://github.com/thecsapprentice/Blender-2.5-Import-Export-Scripts-for-HoN-Models

buymonkey
06-06-2011, 02:20 PM
gj folks, cannot wait. keep us updated pls.

theli
06-06-2011, 02:41 PM
i don't like 'import HON model' part xD
that actually supports both K2 engine games' files ( hon + savage 2 )
also, i dunno if you are going to support Silverback formats ( savage 1 ) .. but if not i will certainly try to find time to make a patch to support those (since they are almost the same anyway)

theli
06-06-2011, 02:52 PM
Everyone,

After talking with theli, I will be releasing a git repo with the
scripts for blender version 2.57.

At this point, the import script is semi-working. The animation data
is still messed up, but everything else seems to be working. I
have not started porting the export script yet.

I expect to be updating the repo's README with status updates,
so I probably won't post them here unless they are fairly big.

I welcome any suggestions or patches - especially if someone can
figure out the animation issues before I do!

Git Repo Link:
https://github.com/thecsapprentice/Blender-2.5-Import-Export-Scripts-for-HoN-Models
take a look at this, i started porting scripts some months ago, just didn't have time and motivation to finish, in scope of format support i'm pretty sure it supported the same things you already reimplemented ( just geometry)
but as i remember it had better integration into blender (as i saw in the readme you have model file path hardcoded atm)
http://dl.dropbox.com/u/4443078/temp/io_mesh_k2.7z

thecsapprnt
06-10-2011, 04:34 AM
i don't like 'import HON model' part xD
that actually supports both K2 engine games' files ( hon + savage 2 )
also, i dunno if you are going to support Silverback formats ( savage 1 ) .. but if not i will certainly try to find time to make a patch to support those (since they are almost the same anyway) Well, that was just my first label I picked for the menu entry. As I work mostly with HoN, I didn't think to make it more generic. I'll have to get Savage 1 and 2 to confirm that the changes I've made will work with those formats. Given how similar Savage 2 is to HoN, I don't really see that as a big deal at this moment. I have no experience with Savage 1.


take a look at this, i started porting scripts some months ago, just didn't have time and motivation to finish, in scope of format support i'm pretty sure it supported the same things you already reimplemented ( just geometry)
but as i remember it had better integration into blender (as i saw in the readme you have model file path hardcoded atm)
http://dl.dropbox.com/u/4443078/temp/io_mesh_k2.7zYeah, the geometry has been done for the importer, though that code may be useful for the exporter. The problems I've been having at the moment are all animation related. I've got Blender creating the armature and the keyframes, but the rotations and translations are all wrong. On some bones, they look correct ( the f-curves match between 2.49 and 2.57 ), but on others they are either shifted or completely different. I'm not sure if its not an API difference that I'm missing.

As for the Blender interface integration (ie hardcoding ), its intentionally bad. I'll work on making that part much better once I'm convinced the important stuff, like importing and exporting, is working well enough to justify it. Overall, I'm not completely happy with the code, but I want to get a feature complete proof of concept before I spend time beautifying everything.

Fr0sZ
06-19-2011, 04:40 PM
i can open some of the models in blender (without the texturs) but when export them as fbx and open in a other program there is nothing there. And Some models just is complety wierd in blender.

theli
06-20-2011, 05:30 AM
i can open some of the models in blender (without the texturs)
scripts do not set the material, it is better done by hand

but when export them as fbx and open in a other program there is nothing there.
this has nothing to di with these scripts


And Some models just is complety wierd in blender.
like what models?

Bazil
06-26-2011, 10:56 PM
First of all thank you very much for doing this, without it my project had been impossible.

I work primarily in 3ds Max so I imported the models into Blender and exported them straight away into 3ds Max format.

I have a problem though, whenever I apply the textures (In 3ds max), the model is simply coloured in a single colour instead of textured. With the strange exception of Pyromancer I have not been able to texture a single one of the models I have exported.

Does anyone know why this is or have similar experiences?

theli
06-27-2011, 04:28 AM
First of all thank you very much for doing this, without it my project had been impossible.

I work primarily in 3ds Max so I imported the models into Blender and exported them straight away into 3ds Max format.

I have a problem though, whenever I apply the textures (In 3ds max), the model is simply coloured in a single colour instead of textured. With the strange exception of Pyromancer I have not been able to texture a single one of the models I have exported.

Does anyone know why this is or have similar experiences?
Well, I can't provide you with support for the Blender itself or its 3ds export scripts, so it would be much more likely for you to get help on your problem on blender's forums.
(also, afaik blender can't export to 3ds the armature and animations)
Anyway, the best way to import K2 model into 3ds would be to write a proper importer for max ... so your best bet would be to find someone who is willing and able to write such importer (since the model format is really simple)

Bazil
06-27-2011, 01:30 PM
Well, I can't provide you with support for the Blender itself or its 3ds export scripts, so it would be much more likely for you to get help on your problem on blender's forums.
(also, afaik blender can't export to 3ds the armature and animations)
Anyway, the best way to import K2 model into 3ds would be to write a proper importer for max ... so your best bet would be to find someone who is willing and able to write such importer (since the model format is really simple)

Thank you for responding so quickly, since I've been unable to find any such person already I think I'll just have to find Plan B and work around it.

Atleast now I know what to do, cheers.

Iltarus
07-08-2011, 08:43 AM
I just cant get the textures to work.
I can import the hero model (model_high) fine, the animation works aswell, and I can get the texture into the Texture Window, including a working preview, but my Model still shows up Pink (aka. no Texture).

I am trying to get a working, colored model of :dead:... Can someone maybe point out where I am failing here?
Thanks in Advance.
Iltarus

Yuichi
07-08-2011, 10:19 AM
Go to Edit mode.
Press A to select all faces.
Go to UV-editor and select your image.

If you want to know how to get normals maps working etc.
I suggest that you read/watch some tutorials. For example Youtube is full of them...

Iltarus
07-09-2011, 08:53 AM
I tried that already, but the UV-Editor shows nothing when I start it (Just empty Space). And when I try to render, it stays pink, like I said.

allibabba
08-05-2011, 05:32 AM
I got the Add-On in the Add-On-Manager in Blender and enabled it. But it wont show up in "File" - "Import". I use Blender 2.58 but i guess this is not the problem. What do i do wrong?

edit: also downloaded 2.57 but still the same

theli
08-05-2011, 04:39 PM
I got the Add-On in the Add-On-Manager in Blender and enabled it. But it wont show up in "File" - "Import". I use Blender 2.58 but i guess this is not the problem. What do i do wrong?

edit: also downloaded 2.57 but still the same

it says 2.49 in the first post
there are no finished scripts for 2.5x

allibabba
08-07-2011, 06:50 AM
well i tried to use the "new import script for 2.5" but now i use the 2.49 script, save the import and load it in 2.5. Works fine! Great!

U`GOT`SERVED
09-20-2011, 02:59 AM
Hi all,I have awesome ideas for hon models.So I have decided to take on HON modeling as a hobby.Why i am posting is cause I'm stuck.I have downloaded blender and python.I have put in the scripts in the programs folder.I open blender.Ive added an armature.I try to import a model via Folder>Import>S2/hon model.Then it asks me for a a .model file and a .clip file. I then go in to the hero models where i get .model files but when i import it nothing happens.I'm so clueless of what to do.Seriously someone please help me.I wouldn't ask for your help if i didn't really need it.

please help me ASAP.so i can start with my modeling hobby.I don't know what I'm doing wrong.Am i going into the wrong file to get my models (C:/PROGRAM FILES/HON/GAME/RECOURCES.S2Z/HEROES)or am I not selecting armature.(blender/space/add/armature)

PLease help me x999999999999999999999999999999999999999999
Thanks in advance

Strider
09-20-2011, 03:27 PM
please help me ASAP.so i can start with my modeling hobby.I don't know what I'm doing wrong.Am i going into the wrong file to get my models (C:/PROGRAM FILES/HON/GAME/RECOURCES.S2Z/HEROES)or am I not selecting armature.(blender/space/add/armature)



You need to go in Edit mode and zoom out after you import the model.

U`GOT`SERVED
09-21-2011, 05:35 PM
You need to go in Edit mode and zoom out after you import the model.
Ive got it to work.Thank you for your help,though it wasn't the problem.
Maybe you can help me with the problem i'm having now.Im editing a mesh of a hero.but cant seem to export it without getting a python error.Do you have to have an animation with the model to export it.or can you keep the edit box blank.Im gonna edit my mesh until someone eventually helps me.I must say my mesh is looking pretty good :3
HELP HELP HELP
:slit:HOPE:slit:HOPE:slit:HOPE:slit:

U`GOT`SERVED
09-23-2011, 12:37 AM
Okay,Ive imported a model with an animation.Changed the mesh just a tiny bit.Exported it without any error.But ingame its a tea pot.Help please

Yuichi
09-23-2011, 02:13 PM
Okay,Ive imported a model with an animation.Changed the mesh just a tiny bit.Exported it without any error.But ingame its a tea pot.Help please
The game only uses tea pot model when it cant find any other model.
Meaning that somewhere in the model.mdf your file paths are probably wrong.

U`GOT`SERVED
09-23-2011, 03:47 PM
The game only uses tea pot model when it cant find any other model.
Meaning that somewhere in the model.mdf your file paths are probably wrong.

Ithink i know whats wrong please help
I have downloaded a model from forum(Beast Pebbles)
I pasted it to game folder
Works perfectly ingame

But when I cut the High.model file and paste it back into the resourcexxx.s2z I get a tea pot

That has led me to this conclusion
my models wont work if I simply paste them into the .s2z file via 7zip.
Cause If i cut the high.model file and paste it back in.It should work.But it doesnt :( :( :(
SIGH
PLEASE HELP

theli
09-24-2011, 03:06 AM
so , this has nothing to do with this topic (blender scripts) then

Hufi
11-28-2011, 04:42 PM
can anyone tell me how to set up the level around the model? did u do that all manually mesh by mesh?

theli
11-29-2011, 01:04 AM
can anyone tell me how to set up the level around the model? did u do that all manually mesh by mesh?

what is "level around the model" ?

aLXy0
12-02-2011, 05:28 PM
i'm really to dumb to get this. So which version of blender do i need, and what to do after importing this files in the scripts folder..

Btw, are there any version updates yet?

theli
12-03-2011, 02:56 AM
i'm really to dumb to get this. So which version of blender do i need, and what to do after importing this files in the scripts folder..

Note: this is for Blender 2.49


Btw, are there any version updates yet?

None planned atm

Hufi
12-17-2011, 08:29 AM
i'm really to dumb to get this. So which version of blender do i need, and what to do after importing this files in the scripts folder..

Btw, are there any version updates yet?

Im useing 2.49b (debian stable version) and it works fine. Yes there are new versions. They have much more comfort but unfortunatly the import export script is not gonna work.


Can someone PLEASE now tell me how to import the map? i managed to import the character but some of you managed to import the entire map. how how how how how????

theli
12-17-2011, 03:20 PM
map? you can't import the map with this, why do you need that anyway?

theli
07-17-2012, 05:20 AM
sigh, I took a look at porting scripts to 2.63 again ... while importing Mesh+Armature is easy .... I just cant figure out how to port animation importing code T.T

theli
07-17-2012, 10:30 AM
Ok, I successfully imported mesh+uv+armature+clip on blender 2.63
I'll cleanup it, expect import version of script this week.
Afterwards I'll start working on export part. (should be easier.... i hope)

GrymM
07-17-2012, 12:26 PM
Ok, I successfully imported mesh+uv+armature+clip on blender 2.63
I'll cleanup it, expect import version of script this week.
Afterwards I'll start working on export part. (should be easier.... i hope)

You're awesome.

theli
07-17-2012, 01:58 PM
added link and line of info on 2.6x scripts

TheDarkerOne
07-18-2012, 12:40 AM
Can't seem to get it to work. I installed the addon in the correct folder and tried manually applying it so I don't know what I'm doing wrong.

theli
07-18-2012, 02:43 AM
Can't seem to get it to work. I installed the addon in the correct folder and tried manually applying it so I don't know what I'm doing wrong.
easiest way for first time install would be:
download zip
install that zip via user preferences - addons - install addon

ChillyWater
07-18-2012, 04:45 AM
So, I get it working for 2.49 and then you make 2.63... Theli, why are you so strong?

Anyway, great work and I will definately go to using 2.63!

TheDarkerOne
07-18-2012, 01:35 PM
Ok got it working. Didn't know you had to load the actual zip file.

theli
07-19-2012, 03:24 AM
added 2.63 exporter. Can export geometry+rig (aka .model file)

theli
07-19-2012, 05:26 AM
2.63 exporter can now export clips

Yuichi
07-19-2012, 07:54 AM
Traceback (most recent call last):
File "C:\Users\Yuichi\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\theli-ua-K2-Blender-bb9320a\__init__.py", line 77, in execute
k2_import.read(self.filepath)
File "C:\Users\Yuichi\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\theli-ua-K2-Blender-bb9320a\k2_import.py", line 643, in read
CreateBlenderMesh(filepath, objName)
File "C:\Users\Yuichi\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\theli-ua-K2-Blender-bb9320a\k2_import.py", line 402, in CreateBlenderMesh
uvMain = createTextureLayer("UVMain", msh, texcoords)
File "C:\Users\Yuichi\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\theli-ua-K2-Blender-bb9320a\k2_import.py", line 76, in createTextureLayer
datum.uv1 = tf[0]
AttributeError: 'MeshTexturePoly' object has no attribute 'uv1'

location:<unknown location>:-1

So Im getting this when importing models.
Doesnt import the mesh, only bones.
Importing clips works.

theli
07-19-2012, 02:25 PM
Traceback (most recent call last):
File "C:\Users\Yuichi\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\theli-ua-K2-Blender-bb9320a\__init__.py", line 77, in execute
k2_import.read(self.filepath)
File "C:\Users\Yuichi\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\theli-ua-K2-Blender-bb9320a\k2_import.py", line 643, in read
CreateBlenderMesh(filepath, objName)
File "C:\Users\Yuichi\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\theli-ua-K2-Blender-bb9320a\k2_import.py", line 402, in CreateBlenderMesh
uvMain = createTextureLayer("UVMain", msh, texcoords)
File "C:\Users\Yuichi\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\theli-ua-K2-Blender-bb9320a\k2_import.py", line 76, in createTextureLayer
datum.uv1 = tf[0]
AttributeError: 'MeshTexturePoly' object has no attribute 'uv1'

location:<unknown location>:-1

So Im getting this when importing models.
Doesnt import the mesh, only bones.
Importing clips works.

Ok, this is kinda derp.
Current importer version wont work with anything other than 2.62 while exporter wont work with anything lower than 2.63 >_<
I'll update importer.

theli
07-20-2012, 07:22 AM
Fixed import script for 2.63
Fixed multi-mesh model importing

theli
07-23-2012, 06:44 AM
I really want to add collision surfaces support to scripts this time since I got few requests for that for 2.49 scripts.
But I'm not entirely sure what are they and how they are constructed.
If anyone has any insight that would be great.
Basically surfs consist of number of faces (which are the same they are in mesh) which i can easily import. And also planes (vector (3 floats) + 1 float) and edges (pairs of vectors/points). Not sure how i should treat those on import.
And even less sure how should I construct those surf things on export.

Any help/insight on that is welcomed.
edit: so far it looks like planes/edges part is duplicating vertices/faces part >_<

TheDarkerOne
02-03-2013, 09:50 PM
Are exported clips supposed to look like this?
http://img850.imageshack.us/img850/4694/shot0028jx.jpg

innorruck
02-04-2013, 09:44 AM
Can someone help me? I installed the zip addon but i can't find how to open a hon model in blender so i can edit it. :/

Edit : Nevermind i found it

HyperXewl
02-06-2013, 03:50 AM
lmao darkerone i know were that image is from you sick bastard

Zetanor
02-06-2013, 07:52 PM
Yeah DarkerOne you sick bastard. That's not what it's supposed to look like.

HyperXewl
02-06-2013, 08:04 PM
AHAHAHHAH

theli
02-08-2013, 05:37 AM
Are exported clips supposed to look like this?
http://img850.imageshack.us/img850/4694/shot0028jx.jpg

Is that with 2.5 blender?
To be honest - its been a really long time since I looked at these scripts.
And unfortunately, I don't have time at the moment to look at what may be causing this.
I'd suggest trying 2.4 ones maybe. (At least I know for sure that they work - voodoo raptor was made completely in blender 2.49, along with animations)

LokiDiabel
04-09-2013, 06:28 PM
Nice thing. Only bad that no one of the scripts is working anymore.

Tryied 3h with all different Blender Versions and Python Versions. I tried 2.49, 2.50 2.63 2.66.
The Plugin is not working anymore. This Plugin is Dead.

theli
04-11-2013, 01:51 PM
Nice thing. Only bad that no one of the scripts is working anymore.

Tryied 3h with all different Blender Versions and Python Versions. I tried 2.49, 2.50 2.63 2.66.
The Plugin is not working anymore. This Plugin is Dead.
Its kinda abandoned. But it still works as it was with 2.49 and 2.63 and respective script versions

Kayako
04-18-2013, 04:25 AM
Its kinda abandoned. But it still works as it was with 2.49 and 2.63 and respective script versions

Could you kindly post some info on the HOW part?
Because i was investing like 2-3 hours myself on trying without any sort of success. I even used 2.49 and 2.63.
What version of python do i have to use?
What exact version of your script do i have to use?

Or do you know if you can import the .model files with any other program?

theli
04-22-2013, 02:13 PM
Could you kindly post some info on the HOW part?
Because i was investing like 2-3 hours myself on trying without any sort of success. I even used 2.49 and 2.63.
What version of python do i have to use?
What exact version of your script do i have to use?

Or do you know if you can import the .model files with any other program?
what are you trying to import and what exactly do you have problems with?

cause, I've been using it for pretty long time and never had any problems
(mostly used to do some stupid things like: http://h13.abload.de/img/ophwhf0h.gif http://i.imgur.com/CLYvp.jpg http://i.imgur.com/RDj8W.jpg )

TheDarkerOne
05-09-2013, 04:52 PM
A little something I'm working on. http://youtu.be/xSq46ai6Utg