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Thread: Blender Model import/export scripts

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  1. #121
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    Quote Originally Posted by joshfiles View Post
    hey, thanks for the infos! i know why the effects are not showing up, anything i export has no bones in the game! even just importing a model, and exporting it unchanged.
    I'm pretty sure thats impossible - script will just crash if there is no armatures (skeletons) in current scene
    also, take into account that armature that is exported is just a first armature found in current scene .. so be sure you have only one

    if you upload your files somewhere i may look at whats wrong

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  2. #122
    if for example, i import pollywog's ult ward model. then just export it as is, no change what-so-ever. then make a gadget with that model, and spawn it in game, issue the commands you gave to show the bones/bone names, the gadget model shows no bones. it seems you may have updated the script for the last few posts, ill see if im just behind the times, thanks again.

  3. #123
    ok got it, the bones dont show up unless you have an animation. i added an idle animation for the model, and boom, everything is working.

    amazing work theli, this stuff is awesome, thanks.

  4. #124
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    Thanks for the help, it was weird that before it wasnt coming up but now it was there.. ima try some different settings to get it smoother coz it still turns up blocky, although now its triangular


  5. #125
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    well, i found out that blockiness you get is because most of edges is split in hons models (for double-side faces and mirrored normal mapping)
    so it will work proper once i implement removing those duplicates on import and duplicating them again on export

    as a workaround for now - uncheck 'HQ Normals' on export
    Last edited by theli; 02-08-2010 at 12:27 PM.

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  6. #126
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    ok ill see what happens now
    And what is the "remove doubles" you have then?

    edit:nvm bout doubles, still blocky though. I'll just wait
    Last edited by ReDsKiN; 02-08-2010 at 06:13 PM.


  7. #127
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    sigh.. while i implemented proper removing of duplicated vertices... i found out that animation importing is STILL somewhat incomplete ......
    like:

    i dunno whats so special about behemoth and blacksmith what makes their animations render like that ...
    funny thing is - if i import animation and export it back ... it looks completely normal in hon :-/

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  8. #128
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    I don't see what's wrong... What do you mean?

  9. #129
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    Quote Originally Posted by MaxGhost View Post
    I don't see what's wrong... What do you mean?
    their heads are turned ~90 degrees to right..
    from | to -

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  10. #130
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    I also noticed that when I imported ophelia she holds the staff wrongly (rotated 180 degrees).
    Also experimenting with witch slayer model and animations. Added Malikens sword to him.
    The animation looks good in blender but in game he holds the sword from the tip
    Like this ---I----------
    ^holds it from here and it looks weird :P
    + When I choose everything with A, do remove doubles, correct the normals(flip them) and export it somehow destroys my uv mapping.
    Even when I have made seams and all.

    This could be just me since Im pretty new to blender. Reading some tutorials/documentation atm.
    Edit: Added pic about uv map. Left is after exporting. Right is before exporting.
    Last edited by Yuichi; 02-10-2010 at 09:58 AM.

  11. #131
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    Quote Originally Posted by Yuichi View Post
    I also noticed that when I imported ophelia she holds the staff wrongly (rotated 180 degrees).
    Also experimenting with witch slayer model and animations. Added Malikens sword to him.
    The animation looks good in blender but in game he holds the sword from the tip
    Like this ---I----------
    ^holds it from here and it looks weird :P
    ophelia .. hm .. yeah .. strange ..
    i dunno why animations are off for some of the bones on some of the models
    Quote Originally Posted by Yuichi View Post
    + When I choose everything with A, do remove doubles, correct the normals(flip them) and export it somehow destroys my uv mapping.
    Even when I have made seams and all.
    cause that removes to much

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  12. #132
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    cause that removes to much
    Actually when I posted that I realised the same thing myself and while thinking about it for 2 mins I got a solution. Hopefully...
    Sometimes its good to write things down.

    Also dont worry about the animations. You will get them eventually.

  13. #133
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    Quote Originally Posted by Yuichi View Post
    Actually when I posted that I realised the same thing myself and while thinking about it for 2 mins I got a solution. Hopefully...
    Sometimes its good to write things down.

    Also dont worry about the animations. You will get them eventually.
    i may just post updated wip import script which removes duplicates properly
    (duplicating vertices for proper normal mapping is not done yet in exporter though)

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  14. #134
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    Quote Originally Posted by theli View Post
    i may just post updated wip import script which removes duplicates properly
    (duplicating vertices for proper normal mapping is not done yet in exporter though)
    Right now Im trying to do that by hand
    Last edited by Yuichi; 02-10-2010 at 10:30 AM.

  15. #135
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    interesting thing (about ophelia animations):
    if i export just animation (right after importing) it looks the same way as it was on HoN (without change)...
    if i export both mesh and animation - it looks in hon exactly the same way as in blender (with flipped weapon) ....
    im confused

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  16. #136
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    That really is weird.

    Btw got the blockyness fixed.
    Seams from islands script helped alot.
    I ended up duplicating each island after I removed all doubles.
    So there are now duplicates where the seams are.
    After that I deleted the original mesh.
    Now I got some lighting issues to fix.
    Some parts are darker than others and some parts seem to be glowing ingame.
    Ill see if I messed up some blender settings.
    Last edited by Yuichi; 02-10-2010 at 10:54 AM.

  17. #137
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    ok, i workarounded those animation glitches (it was in fact just float precision issues)
    so, once i finish proper duplication of vertices on export i'll post updated version

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  18. #138
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    Love your work theli, and to think when this started someone called it an unserious post lol


  19. #139
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    Wow you're really doing great in this! great progress there! so... Are you now able to import WC3 models to HoN? that would be genius!

  20. #140
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    Getting WC3 models to HoN is pretty easy...
    Someone did it ages ago but since you cant get the animations to HoN its pretty useless...
    Btw WC3 models look ugly in HoN since they have so much less detail.

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