SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: Blender Model import/export scripts

Page 11 of 20 FirstFirst ... 789101112131415 ... LastLast
Results 201 to 220 of 394
  1. #201
    Offline
    Account Icon
    Join Date
    Sep 2009
    Posts
    1,423
    hey can joo tell me how to install/use these scripts to blender? thnks!

  2. #202
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Ottawa, Canada, Earth, Sol Sector, Alpha Quadrant, Milky Way, Local Group, Universe
    Posts
    5,408
    Quote Originally Posted by Jaycoob View Post
    hey can joo tell me how to install/use these scripts to blender? thnks!
    Is it so hard to read the thread for instructions?

    Also, if you've never done modeling, don't expect it to be easy.

  3. #203
    Offline
    Account Icon
    Join Date
    Sep 2009
    Posts
    1,423
    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?

  4. #204
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Kyiv, Ukraine
    Posts
    1,873
    Quote Originally Posted by Jaycoob View Post
    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?
    sorry, but this is not Blender support thread, read tutorials linked in OP and documentation on official site.

  5. #205
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Winnipeg, Mb
    Posts
    272
    you install blender, you install python, you download the .py files, you put them in blender's python script folder.

    Simple.

  6. #206
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Aug 2009
    Location
    Somewhere.
    Posts
    709
    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?

  7. #207
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Kyiv, Ukraine
    Posts
    1,873
    Quote Originally Posted by Yuichi View Post
    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?
    I don't think its possible

  8. #208
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Winnipeg, Mb
    Posts
    272
    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.

  9. #209
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Ottawa, Canada, Earth, Sol Sector, Alpha Quadrant, Milky Way, Local Group, Universe
    Posts
    5,408
    Quote Originally Posted by gahd_damn View Post
    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.
    If you figure out which keys to change, etc, let us know! I'd really love to know how if you can figure it out.

  10. #210
    Offline
    Account Icon
    Join Date
    Aug 2009
    Posts
    66
    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.

  11. #211
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Kyiv, Ukraine
    Posts
    1,873
    for MarioSmith i posed mario to match bs rest pose, applied that pose to mesh, removed armature and replaced it with original bs armature

  12. #212
    Offline
    Account Icon
    Join Date
    Aug 2009
    Posts
    66
    Does the export script essentially convert or repackage the model to be a .model HoN file?

  13. #213
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Kyiv, Ukraine
    Posts
    1,873
    well, yes ... export script stores all meshes in a current scene to a single .model file

  14. #214
    Offline
    Account Icon
    Join Date
    Aug 2009
    Posts
    66
    Quote Originally Posted by theli View Post
    for MarioSmith i posed mario to match bs rest pose, applied that pose to mesh, removed armature and replaced it with original bs armature
    How do you apply a pose to a mesh?

  15. #215
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Aug 2009
    Location
    Somewhere.
    Posts
    709
    Quote Originally Posted by Solidsneak View Post
    How do you apply a pose to a mesh?
    There are plenty of blender tutorials that will tell you how to do this.
    There are also plenty of blender related forums and you will probably find better support over there.

    Just read some tutorials and you will eventually get it.

  16. #216
    Offline
    Account Icon
    Join Date
    Aug 2009
    Posts
    66
    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?

  17. #217
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Kyiv, Ukraine
    Posts
    1,873
    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.

  18. #218
    Offline
    Account Icon
    Join Date
    Jun 2009
    Posts
    11
    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:
    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
    do i have to apply any textures to export the model? cant i just edit the model without touching the textures?

  19. #219
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Aug 2009
    Location
    Somewhere.
    Posts
    709
    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...

  20. #220
    Offline
    Account Icon
    Join Date
    Jun 2009
    Posts
    11
    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.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •