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Thread: Blender Model import/export scripts

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  1. #61
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    OMG just what i was looking for cheers Theli!

    should be stickied imo.

    Nice. It works pretty well!

    Googling stuff about blender isn't informative enough for me. I have no idea how to apply textures. >.>
    Basically you want to add a texture to the mesh with an "image" texture type. Once you have added your texture then you'll want to apply the texture by going to the UV/Image Editor Window.
    Last edited by XC33D; 01-24-2010 at 12:36 AM.

  2. #62
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    Here I'm left wondering if he meant sine...

  3. #63
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    Quote Originally Posted by XC33D View Post
    OMG just what i was looking for cheers Theli!

    should be stickied imo.

    Basically you want to add a texture to the mesh with an "image" texture type. Once you have added your texture then you'll want to apply the texture by going to the UV/Image Editor Window.
    I got the texture imported and all, but it shows up white on the 3d view if I chose "textured" view.

  4. #64
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    Quote Originally Posted by MaxGhost View Post
    I got the texture imported and all, but it shows up white on the 3d view if I chose "textured" view.
    You'll want to have a split window adjustment, to make things easier leave the left window in 3d View and put the right one in the UV/Image Editor like so: (Example)

    Then inside the UV/Image Editor you want to apply the texture file, by clicking the arrows beside the UV's tab here and then selecting your texture that you have added: (Example)

    Now if you go into texture mode you should see the texture applied.

  5. #65
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    Already been doing the split screen thing. (it's a wonder I figured that one out >.>)

    Thanks for the tip!

  6. #66
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    Quote Originally Posted by gahd_damn View Post
    Here I'm left wondering if he meant sine...
    no, 'sign' chunk just has -/+

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  7. #67
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    umm, If I wanted to create my own hero would I have to rework an already made character into my own or is there a way to create one from scratch.

    I get errors when exporting my test model. :/ Is this because I am using quads and not tri's ?

  8. #68
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    Quote Originally Posted by XC33D View Post
    Is this because I am using quads and not tri's ?
    yes
    i've no idea if k2 supports quads

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  9. #69
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    If you are using blender just select everything and hit ctrl+t while in edit mode and now you have everything in triangles.

  10. #70
    Any chance of a version for 3ds max users? I know there's an exporter already out, but it'd be nice to be able to bind our meshes to S2's skeletons.

  11. #71
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    Quote Originally Posted by Dr_Knickers View Post
    Any chance of a version for 3ds max users? I know there's an exporter already out, but it'd be nice to be able to bind our meshes to S2's skeletons.
    He said he wouldn't make a 3ds max version.

  12. #72
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    Quote Originally Posted by Dr_Knickers View Post
    Any chance of a version for 3ds max users? I know there's an exporter already out, but it'd be nice to be able to bind our meshes to S2's skeletons.
    So learn 2 blender? You can always export your 3ds mesh to a standard file format, then use blender to bind it to an imported skeleton with animations.


    @theli: Once you're done with the exporter script, think you could make your importer loop a bit and auto-import all the animations?

  13. #73
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    If you are using blender just select everything and hit ctrl+t while in edit mode and now you have everything in triangles.
    thx!

    Succesfully imported my model. Extremely tiny and not rigged but atleast I can confirm this works perfectly. :P

    Edit: Size fixed via hero.entity, model scale. Is there any other way to adjust scale? Sorry for noob question.
    Last edited by XC33D; 01-24-2010 at 11:19 PM.

  14. #74
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    Quote Originally Posted by gahd_damn View Post
    So learn 2 blender? You can always export your 3ds mesh to a standard file format, then use blender to bind it to an imported skeleton with animations.
    i'm pretty sure you can do the opposite - export from blender to some format 3ds can import
    Quote Originally Posted by gahd_damn View Post
    @theli: Once you're done with the exporter script, think you could make your importer loop a bit and auto-import all the animations?
    that is planned along with gui for scripts

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  15. #75
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    Quote Originally Posted by XC33D View Post
    thx!

    Succesfully imported my model. Extremely tiny and not rigged but atleast I can confirm this works perfectly. :P

    Edit: Size fixed via hero.entity, model scale. Is there any other way to adjust scale? Sorry for noob question.
    Ofcourse you can directly scale the model in blender via Skey.
    Just import one of the HoN models and look how big they are and scale your model to same size.

    Also great job on the importer/exporter.
    Got myself to learn some blender thanks to you theli
    Already got my little model ready.
    Now it needs just a little uv mapping and texturing.

  16. #76
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    added a ui to exporter today and plan to add ui to importer along with a way to import all animations at once
    also .. some more playing with exporter:

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  17. #77
    A question came to my mind when looking at that blocky scout. Do the LODs get imported/exported also?

  18. #78
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    Quote Originally Posted by DarkDefender View Post
    A question came to my mind when looking at that blocky scout. Do the LODs get imported/exported also?
    there are no lods in k2/silverback models

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  19. #79
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    wow, thats just what i was hoping for, thank you THAT much, theli!

  20. #80
    Quote Originally Posted by theli View Post
    there are no lods in k2/silverback models
    Ah, ok

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