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hey can joo tell me how to install/use these scripts to blender? thnks!
Of course I am not expecting this to be easy, but nothing will be lost to just try anyways... Blender is such a confusing program, what file does it specifically open?
you install blender, you install python, you download the .py files, you put them in blender's python script folder.
Simple.
Just thought I would ask this.
Double clicking *.model file would open blender and automagically import it.
Same with *.clip files.
Is there any way to get this kind of thing?
Is it even possible?
that's windows file assoiation, you can do it if you feel like buggering around with your registry and having it trigger an import script.
Theli, can you talk a little bit about the process used for MarioSmith? I've got various models from Super Smash Bros Brawl running in Blender, and was curious as to even a thin set of guidelines to working on the mods.
From what it seems, the Mario model was simply used to replace the Blacksmith model. All of his animations are intact as created by S2.
My question, is how the Mario model is (converted?) to be used in place of the Blacksmith model. I'm working on replacing Swiftblade with Link, and currently think that Jereziah's character animations would be best suited for another model using a sword and shield. The mod would obviously still use Swiftblade animations for abilities.
Any insight greatly appreciated.
for MarioSmith i posed mario to match bs rest pose, applied that pose to mesh, removed armature and replaced it with original bs armature
Does the export script essentially convert or repackage the model to be a .model HoN file?
well, yes ... export script stores all meshes in a current scene to a single .model file
Whenever I try to use export (only with the script from this thread it seems) I get
IndexError: list index out of range
How do I counteract this?
you should have posted the whole error since it contains details on where this error occured ...
Last edited by theli; 03-20-2010 at 05:48 AM.
hi, im having some trouble with the export.
this is what i've done:
- import a savage2 model
- changed the mesh a bit
- export (tried various combinations of the settings
then this error appears in the console:
do i have to apply any textures to export the model? cant i just edit the model without touching the textures?HTML Code:==========================export start======================================= triangulating triangulating Traceback (most recent call last): File "/home/tick/.blender/scripts/k2_export.py", line 657, in handle_button_event CreateK2Mesh(mesh_filename.val) File "/home/tick/.blender/scripts/k2_export.py", line 330, in CreateK2Mesh ftexc = [[(round(uv.x, 6), round(uv.y, 6)) for uv in f.uv] for f in mesh.faces] ValueError: face has no texture values
You could upload the model you edited in mediafire or something and I could take a look at it.
This would allow me or theli to see if its your editing that causes this or the script.
I cant really say anything about that error since I didnt write the script.
I could only guess and it would be easier to see the model.
If you decide to upload it here just save it as .blend.
Just trying to help in the way I can...
here you go
http://rapidshare.com/files/365983240/malph2.blend
its 16mb because i packed the textures.
btw regarding the export problem it doesnt matter if there are textures in or not.