View Full Version : Blender import / export plugins
Leopotam
Aug 15 2010, 11:46
Discontinued.
[APS]Gnat
Aug 15 2010, 12:44
Thats just awesome!
GJ Leopotam! Thanks for the contribution.
I don't use Blender, but now I'm wishing I did ;)
SLAYER_RF
Aug 15 2010, 17:49
At last. I was waiting it so much. Thanks for your work, Leo!
[APS]Gnat
Aug 16 2010, 12:55
Leopotam,
I seem to have a problem with the script(s), it doesnt seem to want to activate.
http://members.iinet.net.au/~nrspence2/ArmAII/blender1.jpg
I also "Install Addon" from the menu (in Add-Ons), but that didnt seem to help
I now have 2 files in the 2.53/Scripts/Addons/ directory
Your file with .py, and a new one with .pyc
Sorry, new to Blender, and I cant see the problem.
deltaGhost
Aug 16 2010, 13:02
what its blender LOL ? :)
a kind of 3d max? , free or not free thats the questionX D
Leopotam
Aug 16 2010, 13:40
[APS]Gnat, very strange. Both plugins activated? Are you sure, that checkboxes marked? If there are any errors - blender dont allow marking. Try enable import plugin only. If checkbox marked - new exporter will be installed in "File > Import".
UPD: Delete all copies of my plugins (search your profile too) and copy (NOT INSTALL through button on prefs panel!!!) again in scripts/addons.
deltaGHost, http://tinyurl.com/25utno9
Leopotam
Aug 17 2010, 07:09
I recomend use one of the last blender builds (http://graphicall.org). For example:
x64: http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1492
x86: http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1525
TRexian
Aug 17 2010, 12:30
OMFG OMFG
Going to do some immediate testing with this!
REALLY hoping this works! :) :yay:
Edit:
Holy shitake mushroom, Batman! I was on 2.49(stable) and just grabbed 2.53. What a helluva difference in the GUI!
[APS]Gnat
Aug 17 2010, 12:49
Thanks Leopotam, works now. Maybe because I loaded the lastest x64 version per your link.
I assume theres no texture mapping with your plugin ..... or is it I don't know how to use Blender yet?
Leopotam
Aug 17 2010, 12:56
[APS]Gnat, hm, you right, bug...
TRexian
Aug 17 2010, 13:30
I can get the scripts to show in the addons (this is with the zipped x32 2.53) but when trying to import/export, they are not accessible. They do show up as "enabled" though in the addons screen.
http://i26.photobucket.com/albums/c114/TRexian/Test/Addons_p3d.jpg
The DOS window suggests there's at least one error that looks consistent:
AttributeError: 'NoneType' object has no attribute 'filepath'
Leopotam
Aug 17 2010, 14:49
v 0.2:
* Fixed bug with invalid uv on export
* Fixed bug with no uv on import
Links the same (First post)
---------- Post added at 03:49 PM ---------- Previous post was at 03:02 PM ----------
TRexian, try trunk build (http://forums.bistudio.com/showpost.php?p=1721168&postcount=7)
TRexian
Aug 17 2010, 15:20
Bingo! Alpha builds FTW! :) Tested the import and seems to work well!
And... wow... UV mapping from .p3d to Blender appears saved, too.
Out-f'n-standing so far. Will need to wait and test the .blend -> .p3d workflow, but this is... REALLY exciting....
[APS]Gnat
Aug 17 2010, 16:29
Thanks Leopotam, but seems I still cant find any references to mapped texture files, or get any of the views or renders to show textures. Again, could be just me, new to Blender.
My models arent mapped with O2's UV map. I just "flat" map my models. I dont know if that makes a difference.
TRexian
Aug 17 2010, 17:07
Gnat-
I'm working up a quick how-to on this (since I wanted to know myself, too). Will have pics, but here's what I think you need to do:
- split the main screen into to parts, by grabbing the little diagonal bit in the upper right hand corner
- on the right side, in the lower left of the pane, there will be a button tha tpulls up all sorts of views, select the UV/Image Editor
- you should see UV mapping projected onto an empty space basically (first right click object on left side, then go to editor mode instead of object mode)
- in that right side pane, there is a button for Image, hit that and navigate to where the texture is
---- keep in mind, I don't think Blender recognizes paa, so I used png, but I think tga will also work
---- the texture should show up in that pane
- at the bottom left, there should be a button to change the bottom pane, select Properties
- more buttons should appear alongside, including a red/white checked one for Texture, hit that
- You should be able to select Type -> Image or Movie and from there navigate to the texture you selected above
- Then, up in the center pane, on the right next to the Object Mode button, there should be button that lets you select Textured/Solid/Wireframe/etc. Select Textured.
That should make the textured model show up in the main pane. It sounds more complicated than it really is. Like I said, I'll try to post some pics. Oh, and this is for importing a p3d into Blender. Haven't tested exporting to p3d yet.
Also - I guess this is a request - is there some way to hard-set the path to the texture? For instance, I typically dev in a folder different than the one I make into the pbo. I use the O2 mass texture rename tool when I'm done to set the pboprefix path that will be used in the final build. I'd like that same ability - to type in/navigate to the path where the folder will be, using a relative path, if that makes sense.
Thanks!
Edit:
Ok, it is actually a bit easier than I first described.
Open Blender and delete the box (that's kinda an old-school Blender thing):
http://i26.photobucket.com/albums/c114/TRexian/UVTut/deleteBox.jpg
Import your p3d, in this case, a desk that I made.
http://i26.photobucket.com/albums/c114/TRexian/UVTut/importedDesk.jpg
Split the pane into 2, with that little diagonal corner thingie:
http://i26.photobucket.com/albums/c114/TRexian/UVTut/diagGrab01.jpg
http://i26.photobucket.com/albums/c114/TRexian/UVTut/diagGrab02s.jpg
Until it looks something like this:
http://i26.photobucket.com/albums/c114/TRexian/UVTut/2paneS.jpg
(Split into 2 posts.)
TRexian
Aug 17 2010, 17:33
(continued from previous)
Change the right side to the UV/Image editor:
http://i26.photobucket.com/albums/c114/TRexian/UVTut/selectUVEditor.jpg
Select the object on the left side by right clicking (it should turn orange):
http://i26.photobucket.com/albums/c114/TRexian/UVTut/uvEditorSelectObj.jpg
Change to edit mode:
http://i26.photobucket.com/albums/c114/TRexian/UVTut/uvEditorSelectObjEdit.jpg
Load the texture in the Image button:
http://i26.photobucket.com/albums/c114/TRexian/UVTut/UVimageOpen.jpg
http://i26.photobucket.com/albums/c114/TRexian/UVTut/uvImageLoaded.jpg
(still too many)
TRexian
Aug 17 2010, 17:34
(and finally...)
Then select to view the Textured mode:
http://i26.photobucket.com/albums/c114/TRexian/UVTut/viewTexturedS.jpg
Hope that helps. I'm still learning stuff about 2.53 - it is quite a departure from the previous versions.
And some smilies because I have some extra img tags to use up for this post.
:) :) :) :)
Leopotam
Aug 17 2010, 17:47
Gnat;1721697']I still cant find any references to mapped texture files
I dont want to export material textures, because no importer in O2 for them (Or I dont know about it).
UPD: reuploaded exporter - forgot remove debug testing :(
Leopotam
Aug 17 2010, 20:14
Exporter v0.3:
* Export material name (or 'EmptyMaterial' if not set)
* Export texture name for faces (or 'EmptyTexture' if not set). For example, texture from uv editor, saved or not.
Same link in first post.
TRexian
Aug 17 2010, 20:17
Excellent! Thanks!
Was playing with this more, and found that in the object properties, there is the ability to set LOD distance? Does that work? :) And, can you explain how to achieve the named selections, also? So, for instance, if I created a fireGeometry in Blender, how to make that export, or is that possible? :)
Leopotam
Aug 17 2010, 20:22
found that in the object properties, there is the ability to set LOD distance? Does that work?
All custom object properties can be viewed and changed in 'Properties' roll-panel. 'Lod Distance' one of them. Just doubles.
And, can you explain how to achieve the named selections
Select vertices or faces, add vertex group with your name (user selection name, without '#') and link selected parts through press button 'assign'.
And look at example export video (attached to first post): I created custom selection with name 'LeftEye' and assign vertices and faces.
if I created a fireGeometry in Blender, how to make that export, or is that possible?
Find your correct distance here: http://community.bistudio.com/wiki/P3D_Model_Info#Resolution_Values
And insert in lod distance param.
TRexian
Aug 17 2010, 20:33
OMG - all these years in ArmA, and I'd never found that wiki page! :)
Outstanding.
And yes, in my excitement, I forgot to watch the vids. :doh: Sorry!
Leopotam
Aug 17 2010, 20:43
Exporter v0.3.1:
* Add exception wrapper for situation without UV-data.
Same link in first post.
[APS]Gnat
Aug 18 2010, 02:51
Whoah! awesome.
You guys are workin far to quick for me lol ...
Thanks Leopotam
And thanks TRexian, great tutorial
TRexian
Aug 18 2010, 03:16
hehe
Well, don't thank me until you get it to work. ;)
Also, Leopotam, I've played with this a bit, and have a problem with a model. It seems like in converting it to p3d, it gets rotated VERY awkwardly. However, this is Blender model I started about 3 years ago and recently came back to. There could be any number of issues with it. I'll play with it a bit more, and if I can't make any sense of it, I'll zip it up and upload it someplace for you. Still loving what you're doing though! :)
Leopotam
Aug 18 2010, 06:37
TRexian, before exporting, you must reset model transform (rotation, scale). Press Ctrl+A in 'OBJECT' mode and make your choice. All vertex coordinates are exported from the center model! 'Center' means Origin or Pivot - marker of center in any model (Or press Ctrl+Alt+Shift+C to move this point :) ).
P.S. Upload your project to any file hosting and send link to PM.
TRexian
Aug 18 2010, 12:05
hehe
Thanks! Sorry - I missed that in the vid - I *did* watch it, though! :D
I'll try that before I waste your time. Your effort and support for this is MUCH appreciated. (Look to be credited in any 3d models I do from now on!) :D
Oh and Gnat - I was curious... what in the world have you been modeling with all this time that you would now come to Blender?!
[APS]Gnat
Aug 18 2010, 13:07
Oh and Gnat - I was curious... what in the world have you been modeling with all this time that you would now come to Blender?!
LOL .... only O2 of course!
"now come to Blender" ..... yeh, after a time you get sick of the modeling limitations (its not a huge list, but some missing features are at times critical) of O2. Time to learn some more skills ;)
And Leopotam, to echo TRexian, your effort and support for this is MUCH appreciated.
Edit:
Why arent there more people using this and commenting?
Blenders free and I would have thought many people would be into it.
Probably too many copies of that "free" 3DSMax software going around .......
TRexian
Aug 18 2010, 13:10
Dude, without drawing too much off-topic, what you've produced with just O2 is epic. I mean, like you say, O2 isn't a *bad* app, it just never clicked with me.
I'll PM you some Blender links. You're actually getting "in" at a good time. It looks like the 2.53 build changes alot about the interface, so I'm learning new stuff, too!
TRexian
Aug 19 2010, 02:36
Ok, some more substantive feedback, although I'm still re-learning bits of Blender for this. :)
First - I did get the rotation/scale-from-origin thing sorted, THANKS! The models now appear to transfer appropriately. Great job simply in doing that. My current problem, other than what may be beta-bugs (BTW, where's a good place to post those?) is the exporting of the lods. Could you go through that in a bit more detail? I duplicated the 0lod, then reduced the polys, and set the lod distance. And, the lod distances exported perfectly, but the lods themselves had the same number of faces as the original.
Second - it is worth noting (I think) that the LOD Distance box doesn't accept enough zeros to enter the decimal value for the non-visual lods. But, entering the float value works. That's probably intentional, but wasn't immediately obvious.
On to feature suggestions/wish list?
How feasible would it be to use Blender to design animations? I've used the Blender anim parts a bit and found them pretty easy to use.
Overall a very solid tool, I think!
Leopotam
Aug 19 2010, 05:15
First - I did get the rotation/scale-from-origin thing sorted, THANKS! The models now appear to transfer appropriately. Great job simply in doing that. My current problem, other than what may be beta-bugs (BTW, where's a good place to post those?) is the exporting of the lods. Could you go through that in a bit more detail? I duplicated the 0lod, then reduced the polys, and set the lod distance. And, the lod distances exported perfectly, but the lods themselves had the same number of faces as the original.
'Decimate' modifier? :) If yes, you must press 'Apply' button for bake modifier changes on result model.
Second - it is worth noting (I think) that the LOD Distance box doesn't accept enough zeros to enter the decimal value for the non-visual lods. But, entering the float value works. That's probably intentional, but wasn't immediately obvious.
On to feature suggestions/wish list?
Hm, Very hard to enter valid value from biwiki table? :) ok, I think about it.
How feasible would it be to use Blender to design animations? I've used the Blender anim parts a bit and found them pretty easy to use.
Overall a very solid tool, I think!
Animations have two types: axis-based (stored in config) and skeleton-based (rtm). For each - new exporter needed. May be both of them will be realized in future, may be no one, I dont know :)
Leopotam
Aug 19 2010, 08:36
Exporter v0.3.2:
* Add lod distance presets.
* Remove arma panel if no selected model
Importer v0.2.1:
* Fix crash on invalid uv data (add exception wrapper).
TRexian
Aug 19 2010, 12:31
Excellent! :)
I actually had another question. (You will end up hating me soon!) Some of the non-visual lods (like shadow lod?) don't need the texture. Does this tool remove that, if we just duplicate the "main" lod, or is that something we need to do manually in O2? Or, in terms of workflow, I suppose we can turn "off" the duplicate texture setting, then the non-visual lods won't have the texture copied?
Will check out the decimate/apply problem. I will also try not to turn this thread into a Blender 2.53 Tutorial thread. :)
Leopotam
Aug 19 2010, 15:04
Model copy as is, vertices and faces. UV stores in faces only. And UV data is not problem for O2.
TRexian
Aug 19 2010, 15:55
Excellent.
Someone asked me a question elsewhere regarding selections. If I import a p3d with selections, are those saved within Blender as a vertex group or some other way? If it was in the import video, I missed it. :doh:
Leopotam
Aug 19 2010, 15:58
Yep, each selection will be converted to vertex group.
TRexian
Aug 19 2010, 17:55
Excellent. :)
Ok... just going through the workflow... any chance of being able to apply mass to vertices, for the Geometry lod? :)
(I LOVE the dropdown menu to select the lods.... that is slick!)
Отличная работа!
Leopotam
Aug 19 2010, 19:55
Exporter v0.3.3:
* Can export mass data (Mass interpolated between vertices based on vertex weight).
Video list in first post updated.
TRexian
Aug 19 2010, 20:17
:woot:
:dancehead:
Uh... for my next feature request, I'd like for it to make my dinner and fold my clothes? :D
Edit:
Just watched the video, and have a question (which might be answered later tonight when I try it). I already have 1 vertex group/selection called "Component1" and have added another one with "#Mass#" - they will both be exported?
Fantastic work.
TRexian
Aug 20 2010, 03:16
Sorry for the double-post. Here's a pic of my first model taken straight from Blender to O2, with only minor tweaking in O2 (more on that later), then in-game:
http://i26.photobucket.com/albums/c114/TRexian/JTD/testing/JTD_cemetery01.jpg
Ok, not much to look at, but it is something. :)
There was a problem exporting with the selection name and #mass#. I'd tried to enter 5000 or something huge for the vertex weights, but the dos box said something like Invalid mass weight value. It still did a fine job including the non-visual lods I'd specified, so all I did was add the weight in O2.
Anyway - still very excited about this. Am even considering creating a very simple n00b tutorial for Blender and using these tools. It'll help me figure some stuff out, too, and potentially draw some more people to Blender!
Nice to see Blender getting in on the action.It's a powerful app,whatever version
you're using. :)
@<hidden>
Has the poly reducer script been updated in the Blender build you're using?
The major difference between it,and the decimate modifier,is that it maintains
UV mapping.There's also a bit more control over the process.It's absence is
one of the reasons I still use 2.49b.
In any case.Very nice work.
Leopotam
Aug 20 2010, 05:22
TRexian
1. Only one correct case for mass selection: #Mass#
2. You must assign all vertices to #Mass# selection and correct weights in "Weight Paint" mode. You can see "Invalid weight" message when #Mass# selection have no assigned vertices.
Macser
Decimate modifier lose UV and selections. And in 2.5 no poly reducer script.
[APS]Gnat
Aug 20 2010, 07:35
Decimate modifier lose UV and selections. And in 2.5 no poly reducer script.
Arh! Crap!
It was one of the main reasons I was swapping from O2 to Blender. The ability to easily create supporting Resultion LODs :(
Leopotam
Aug 20 2010, 08:42
Add tool to separate model to sub-models, based on vertexgroup data.
---------- Post added at 08:51 AM ---------- Previous post was at 08:39 AM ----------
[APS]Gnat, but you have tool with fast automatic mesh simplification. :)
---------- Post added at 09:42 AM ---------- Previous post was at 08:51 AM ----------
Bad news: python api changed (http://blenderartists.org/forum/showthread.php?t=194921)
All plugins updated for compatible 2.53.1 r31467.
TRexian
Aug 20 2010, 12:27
@<hidden> Leo - mate, I must ask - are you involved in Blender development? :) If so, I want to thank you for that contribution, too!
I will take another look at how I did the vertex weights. :thumb:
Leopotam
Aug 20 2010, 14:22
Exporter v0.3.4:
* Now any selection weight export correct (Can be changed in 'Weight paint' mode in same way as #Mass# selection)
TRexian, no I'm not blender developer.
TRexian
Aug 23 2010, 14:56
Been using this more over the weekend - still really good stuff.
Another question/feature request: it seems like texture data is exported for the non-visual lods (like geometry/shadow), but is there some way for these lods to have those stripped away. This is a MINOR thing, though.
Fantastic work.
Leopotam
Aug 23 2010, 18:11
All lods always contain information about uv - no differences in p3d-format for different lod types.
---------- Post added at 07:11 PM ---------- Previous post was at 06:46 PM ----------
Exporter v0.3.5:
* Non graphical lods (>= 1000.0) do not export materials and textures.
* Now, if you want export material, you must assign it in blender with correct name.
TRexian
Aug 23 2010, 20:13
Excellent responsiveness! :)
Thank you!
Edit, rather than doublepost, because it is arguably off-topic:
Link to a Gimp plugin that creates normal maps. If you have Blender, Gimp is a great resource, too. :)
http://code.google.com/p/gimp-normalmap/
TRexian
Aug 27 2010, 14:09
Hey Leo-
Been doing more with this, and I think there are only a few things I do now in O2. :) (The less, the better.) ;)
It seems to me there should be Blender tools/commands that do certain things, but I'm not sure what they are:
- "Make edges sharp" - for the shadow volume
- And the find convex and find non-closed topology selections (for geometry lods)
Does anyone know what those corollaries are in Blender?
Leopotam
Aug 27 2010, 14:28
2TRexian
1. "Make edges sharp" - may be - in next build.
2. "And the find convex" - it's not requirement for any lod.
3. "find non-closed topology selections" - in edit mode in vertex submode press space and type "Select Non Manifold" or press Shift+Ctrl+Alt+M (in current builds). All holes will be marked.
TRexian
Aug 27 2010, 16:36
Well, a couple of the geometries need to be closed and non-convex.
http://community.bistudio.com/wiki/Validating_Geometries
Will try the manifold thing, though! That'd be great!
Edit:
Also might be having a minor problem with the roadway lod, but it is probably a user error right now. :)
Leopotam
Aug 27 2010, 18:35
Exporter v0.3.6:
* Export sharp edges. In O2 vertices for "flat" faces stored as doubles of main vertices list. I dont want rewrite half part of exporter code for this issue and propose to use the following workaround: mark faces as flat, export, open in O2 and press Ctrl+S (overwrite exported file with O2 internal correction). After this O2 will show smoothing groups correctly.
TRexian
Aug 28 2010, 03:15
Great solution!
Uh.... how do you mark faces as flat in Blender? :)
Leopotam
Aug 28 2010, 06:32
Select faces and on left shelf (Press T to open / close panel) press "smooth" or "flat" buttons.
Leopotam
Aug 29 2010, 16:00
Importer v0.2.2:
* Compatible with 2.53.1 r31638.
All blender builds older r31638 not supported.
Importer v0.2.3:
* Fix uv-texture filling for compatibility with r31638.
Exporter v0.3.7:
* Fix uv-texture reading for compatibility with r31638.
Leopotam
Aug 30 2010, 18:32
Video: "How to copy texture from near to distance lod. (http://dl.dropbox.com/u/6754888/Video/copyTexture2DistanceLod.avi)" (8Mb, x264)
TRexian
Aug 30 2010, 19:13
Great stuff, Leo.
Couple things, though:
- tried downloading a new build, but I think they are coming down corrupted or something? Got a good build now! :)
- did you change codecs or something for your vids? The new one isn't playing in my mPlayer. Well, it looks like it starts for a second, then goes gray. Funky stuff happens if I fastforward.
Thanks!
Edit:
Actually, the new test build is giving me an error - "OpenCL.dll not found" - will try googling for awhile and see if I can sort that out.
Leopotam
Aug 31 2010, 03:32
- did you change codecs or something for your vids?
libx264vfw (6 jul 2010). But I want to downgrade. Try VLC (http://videolan.org) - plays everything without codecs.
Actually, the new test build is giving me an error - "OpenCL.dll not found" - will try googling for awhile and see if I can sort that out.
It's not problem. There is new GPU-accelerated physical-corrected render - LuxRays, based on LuxRender. And for access to GPU on videocard OpenCL libs needed. Just ignore. :)
P.S. Or if you want to test luxrays:
1. for nvidia, opencl.dll installed with last drivers.
2. for ati, you must install ati stream sdk from official site.
TRexian
Aug 31 2010, 13:50
Ah yes, my VLC won't start for some reason! :) Will try a reinstall of that.
But, my blender build won't start without the opencl.dll....
Leopotam
Aug 31 2010, 14:20
But, my blender build won't start without the opencl.dll....
Very strange... And builds from first post not work too?
TRexian
Aug 31 2010, 14:50
Correct.
I just tried this one, too:
http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1525
Now, I did notice it also has a blender-with-opencl.bat. I tried that, and it runs the DOS bat and gives the same error.
This application has failed to start because OpenCL.dll was not found. Re-installing the application may fix this problem.
However, reinstalling does not fix it. And, I have ATI here, and no admin privs to install the SDK.
The first Win 32 x86 version you linked to worked, but it was an earlier version that apparently does not support your new versions.
Will see if I can find something that works.
Edit:
This one appears to work on a quick test....
http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1531
Edit2:
Holy texture baking, Batman! If I were braver and would risk the wrath of a penalty for double-posting, I would!
Just grabbed the latest VLC (which works) and watched the vid! Absolutely awesome technique for getting the textures on the distance LODs.
Edit3:
My problem now is not being as brilliant! As I went through the vid, when you Smart Unwrap the new LOD, you place the cursor around the Save As, but I didn't see the dialog to actually save it, and it looks like it still says Untitled. Do you save this? Also, it appears that the baked texture is relying on this new texture, which means including it in the pbo separately? In other words, each distance lod will need its own texture?
Leopotam
Aug 31 2010, 18:39
Do you save this?
In video - no, but you must save for each lod.
In other words, each distance lod will need its own texture?
Yep, but resolution may be lower than in nearest lod.
TRexian
Aug 31 2010, 18:53
Ok.
I have some experience stitching together 4x512 UV mapped textures to 1x1024, but not in Blender. Do you know if there is some function like that?
I'm also thinking that the Smart Unwrap is good enough for simple objects to just use that on the distance lods on the original texture.
Either way, great work!
Leopotam
Aug 31 2010, 19:06
You can use single texture in many lods with manual placement uv-parts
Hey Leo-
Can you confirm that the mass function is still working? I can see the text label for it, but it does not appear to have a place to enter the value.
Thanks!
T
Leopotam
Sep 10 2010, 04:36
Don't use "Properties" or "Items" panel, but "Arma Params" panel only. Select mesh object and try to find this panel on Properties shelf.
TRexian
Sep 18 2010, 02:26
* Now, if you want export material, you must assign it in blender with correct name.
Can you explain this, or post a video? I think I'm doing something wrong. It worked before, but I don't know what I'm doing differently. Now, I get a preprocessor error 7 regarding a texture.
Thanks! :)
Leopotam
Sep 21 2010, 07:32
Moderators, please, close this topic. Development stopped due to low demand.
TRexian
Sep 21 2010, 12:26
http://wp.appadvice.com/wp-content/uploads/2010/07/darth_vader_noooo1jpg.jpg
Dude.... can you give it just a bit more time? :) I'm almost ready to do a tutorial for beginners to get their Blender stuff into ArmA! It takes time for some of this stuff to sink in....
At least just post something about the textures?
Regardless - thanks for what you have done. It really helps my workflow, even if you don't make any other changes.
:thumbs:
Dwarden
Sep 21 2010, 14:10
i'm pretty sure there is demand for Blender related stuff ... i'm small fan of Blender myself :)
[APS]Gnat
Sep 21 2010, 14:12
:( Love your work anyway Leopotam
I haven't done any modeling work for weeks because I'm traveling for work, never home.
Very surprised no one else has posted.
HONK IF YOUR A USER!
I am not using Blender myself, but i find those sort of plugins very beneficial for this community, especially since i find O2 hard/weird to work with(sorry Dwarden mate, but that's the truth).
I am pretty sure it is needed/wanted by a lot more than those who actually posted here
Pathetic_Berserker
Sep 24 2010, 05:59
Whoa! I remeber seeing this plugin mentioned way back, and had been hanging for a release. Now I find I've had my head in the sand for over a month, thankfully its Friday and i have the weekend to catch up.
TRexian
Oct 15 2010, 13:18
Hey - has anyone sorted out how to properly do the materials? I still need to do considerable fixing in O2 with textures.
Still an improvement over my old workflow, though! :) Just getting it into p3d with the UV maps and non-visual lods is fantastic. :thumbsup:
I followed the steps in the video, but the import window doesnt pop up even though the addon in checked. I have 2.54 though.
What about max plugin?
what about it?
Jarinator90
Oct 27 2010, 16:07
It's a pitty, that you have quit developing this plugin Leopotam, because work in Blender is much easier than in O2. Skilled modeller is able to make one model in a day in that program. I'm a big fan of Blender myself and I've got some work for ArmA done in Blender (for example Tatra 815-7 family trucks), but i can't work with O2 so making distance lods and such is for me something disgusting. I've tried to install those plugins, but it doesn't work - there's always some error. Maybe it works only in the r31638 relase, which is no more available. :( If you guys could post it to me by e-mail, I would really appreciate it.
TRexian
Oct 27 2010, 16:12
@<hidden>
I got it to work with the 31661 release by Zebulon. I haven't tried any since then, though. I think it is possible to find a release that accepts these addons, but it takes some trial and error.
I also agree that it is premature for Leopotam to give up on this. Perhaps those of us using it can help keep the current version alive, so he can see the value of it, or inspire someone else to pick up the work. :)
T
Jarinator90
Oct 27 2010, 16:37
Even the 31661 isn't available... Maybe I'm cursed. :)
TRexian
Oct 27 2010, 16:42
hehe
Depending on your hardware, look for any build by Zebulon. I think the one I am using is the athlon-xp sse laa version, and is packaged with a non-sse version, too. Check your hardware for which version might be best for you. :)
If you still have problems, I'll upload what I have for you. :)
Jarinator90
Oct 27 2010, 17:09
I've tried 6 more builds but no one seems to work. Always same error. ('Mesh' has no atribute 'Vertice'). I'm not friend with Python so I don't know what's wrong.
TRexian
Oct 27 2010, 17:12
Rgr.
Try this:
http://www.mediafire.com/file/tehwnibeg7gnyb6/1532_Blender-2.53_svn_31661_Zebulon.7z
Jarinator90
Oct 27 2010, 17:36
Yess... Thank you very much. It seems to work now. But It's not as simple as it look like. I will have to get it somehow...
Leopotam
Jan 3 2011, 10:13
Importer v0.2.4:
* Compatibility with r33949 (2.56beta).
Exporter v0.3.8:
* Compatibility with r33949 (2.56beta).
Uses only standard releases, not tested with trunk builds.
First post updated.
[APS]Gnat
Jan 3 2011, 12:05
Wow!
He's back with an update. Thanks Leopotam !
Excellent! On both counts! :)
phaeden
Jan 19 2011, 18:37
So, is this going anywhere? I haven't tried it yet as I just finished installing and updating all the games, patches and tools. I've been away for a year but want to get back into modelling and island creation. From what I've read, this looks very promising.
Leopotam
Jan 20 2011, 08:01
Maybe, you just try?
TRexian
Jan 20 2011, 13:02
They work - and even if no further improvements are made, I find them useful. :)
[APS]Gnat
Jan 20 2011, 14:52
Maybe, you just try?
lol ... yep, what he said.
phaeden
Jan 20 2011, 17:48
Excellent, thanks gents.
I spent an hour to transform tris into quads yesterday and today I see this upade, so I try to use this plugin again(didnt work in the past) and now It works. -.- Which means thank you! :D
Leopotam
Jan 23 2011, 10:58
I spent an hour to transform tris into quads yesterday and today I see this upade, so I try to use this plugin again(didnt work in the past) and now It works. -.- Which means thank you! :D
Triangulate: in edit mode select geometry and press Ctrl+T.
P.S. To reverse to quads press Alt+J.
Pathetic_Berserker
Jan 24 2011, 02:07
Gnat;1826460']Wow!
He's back with an update. Thanks Leopotam !
God what a relief!
As my little Mi-24-A project was gaining in complexity I've decided to give this a serious crack. Will let you know if I fall on my face.
Leopotam
Feb 19 2011, 14:56
Importer v0.2.5:
* Bugfix in selection assign.
First post updated.
jagheterjan
Feb 19 2011, 15:04
Thanks Leo, much appreciated!
Wow, its really sweet that the UV map can be exported too! If there was a "vote for best community tool", you would earn my vote for sure. ;)
Top shelf stuff!!!! Thanks Leopotam!
One of the beauties of Blender is I can do a lot of my modelling on my wife's faster... and linux powered... computer! I've been learning how to map but am running into a lack of the models I want and with this I might just have to get back to modelling again :D
Oktyabr
Mar 10 2011, 15:12
I used to use the Blender 2.4x series a couple of years ago and the big changes in the UI in the new 2.5x series scared me at first so it took Leopotam's plugins as bait to lure me back into to learning it!
If you find the changes in the 2.5x interface daunting... or have never used blender before... I found a series of great videos to give you a crash course in modelling with this new software (English only, sorry!):
http://www.youtube.com/watch?v=iuiTxImzpMM
Give it a go! We need more modellers ;) And more video tutorials!
Thanks again Leopotam!
If you find the changes in the 2.5x interface daunting... or have never used blender before... I found a series of great videos to give you a crash course in modelling with this new software (English only, sorry!):
http://www.youtube.com/watch?v=iuiTxImzpMM
Here is another New to Blender collection of introductory tutorials for the new people with blender (2.5x):
Getting Started with Blender (http://www.blendercookie.com/getting-started-with-blender/) (via www.blendercookie.com)
Oktyabr
Mar 11 2011, 00:43
Hmmm... did my export script hang or does it just take awhile to work? My blender console says "Export to P3D started..."
It's said that for about five minutes now. Not a huge model (under 1000 faces), all closed, all quads.
EDIT--
Never mind! For whatever reason I had to restart blender and reload my mesh, then it worked. I lost my "pan" ability in it today too so who knows...
Oktyabr
Mar 11 2011, 02:48
Anyone have this working with one of the later builds (32bit Win)? I'm having very mixed results and don't remember which one worked... sort of....
EDIT: Just a correction, the beta you link in the first post Leopotam works just fine! Don't know why I'm messing around with experimental builds (b-mesh, sculpture?)
But I am having a problem with the scale of objects imported into O2, similar to what you show happening at the end of your "goggles" video... what's the trick to getting the scale right for export in blender?
EDIT: Thanks to Commander for finding and then pointing out the solution! It was right in the video, just didn't know simply clicking two buttons that don't *look* like they do anything to your model in Blender could have an impact in how they look in O2!
"ctrl+a" then click "Rotation", then "ctrl+a" and click "Scale"... Export! No more strange stretchy stuff :)
Leopotam
Apr 14 2011, 18:37
Exporter v0.3.9:
* Compatibility with r36147 (2.57).
Importer v0.2.6:
* Compatibility with r36147 (2.57).
Uses only standard releases, not tested with trunk builds.
First post updated.
Very nice Leopotam..
thanks to your plugin i´m playing with blender now. Still a long way to go for me.
And here are some nice tutorials for Blender (...sorry only german)
http://www.youtube.com/user/agenzasbrothers#p/u
Pathetic_Berserker
Apr 19 2011, 10:55
Thanks again Leopatam.
Jarinator90
Apr 20 2011, 19:14
Don't know where is the problem, but I can't tick the exporter in user preferences panel. I've got version r36147.
Pathetic_Berserker
Apr 21 2011, 15:29
^^ supose I should have checked before posting last,
Jarinator90 is right, box appaears ticked if you restore previous version settings but the ArmA parameters do not appear when you hit 'n' and the exporter cant be re-ebnabled if you untick it.
Leopotam
Apr 22 2011, 14:33
Exporter v0.3.10:
* Small fix.
First post updated.
P.S. Jarinator90, Pathetic_Berserker, try again, pls.
P.S.S. Tested with 2.57a.
Jarinator90
Apr 22 2011, 16:38
Now it works great. Thanks.
Pathetic_Berserker
Apr 25 2011, 05:26
^ second that, all good
Cheers
aaron.newton
May 13 2011, 14:29
Exporter v0.3.9:
* Compatibility with r36147 (2.57).
Importer v0.2.6:
* Compatibility with r36147 (2.57).
Uses only standard releases, not tested with trunk builds.
First post updated.
I've just tested under r36339 - I got an error ("Unable to load file. Load error") when I tried to read my exported P3D in Oxygen2 - import works fine though. Oddly enough it seems to work if I generate some geometry in Blender (e.g. a cube) and then export. It was only when I loaded geometry from a P3D and tried to export it again that it failed.
[APS]Gnat
May 13 2011, 16:35
I just installed 64bit version 2.57b, but theres no logical place to place your files .....
Where do I place the files now as theres no "scripts/addons" subfolder?
Leopotam
May 14 2011, 17:07
aaron.newton, I have no errors, send example of damaged p3d to me.
[APS]Gnat, download zip version, unpack, then : <blender>/2.57/scripts/addons/. Or try to find blender folder into your user-profile.
Pathetic_Berserker
May 17 2011, 02:35
Gnat;1922604']I just installed 64bit version 2.57b, but theres no logical place to place your files .....
Where do I place the files now as theres no "scripts/addons" subfolder?
Hey Gnat, I think I found it under AppData/Roaming/Blender. Will confirm when I get home
[APS]Gnat
May 17 2011, 14:48
Thanks for the tip PB
Seems it goes here;
C:\Users\root\AppData\Roaming\Blender Foundation\Blender\2.57\scripts
aaron.newton
May 23 2011, 00:29
Hello Gnat,
Sorry for the late reply. Your Blender addons folder is where you specified it to be at installation.
Related question - should the exported file include my UV mappings? They seem to be getting stripped out during the export.
Leopotam
May 25 2011, 20:27
aaron.newton, last broken uv api change:
http://forums.bistudio.com/showpost.php?p=1734897&postcount=56
They seem to be getting stripped out during the export.
Prove it or it will be a lie (obj + exported p3d).
Hello Gnat,
Related question - should the exported file include my UV mappings? They seem to be getting stripped out during the export.
You have to be in objectmode and select the object (or simply select all) when exporting to p3d. This works for me at least.
Leopotam
May 26 2011, 06:28
You have to be in objectmode and select the object (or simply select all) when exporting to p3d. This works for me at least.
Blender "edit mode" not works with direct mesh data of object, but with internal copy. Copied (edited) data move to real mesh data when you switch between object / edit modes. Exporter dump only real mesh data.
aaron.newton
May 26 2011, 12:59
Prove it or it will be a lie (obj + exported p3d)
Fair enough. See the attached.
http://www.pegasusdigitalmedia.com/development/projects/arma/issue-with-uvs.zip
When I open the P3D in Oxygen there are no UVs.
P.S. I wasn't trying to be critical :bounce3: I still really like this plugin
Leopotam
May 26 2011, 15:00
aaron.newton:
1.
You have to be in objectmode and select the object (or simply select all) when exporting to p3d. This works for me at least.
Blender "edit mode" not works with direct mesh data of object, but with internal copy. Copied (edited) data move to real mesh data when you switch between object / edit modes. Exporter dump only real mesh data.
Switch to object mode and try again.
2. Negative scale for object? Why? Always reset transform before export (Ctrl+A in object mode, Rotation/Scale).
Works for me without any problems...
https://rapidshare.com/files/2074067338/no_issue-with-uvs.rar
If you have mapped your object in blender ( with a texture applied, can be a placeholder) save it and go to object mode. There you select all and then select export f*** p3d.
Leopotam
Jun 1 2011, 08:10
I would like to collect suggestions for improving plugins. Features can be realized - will be posted for public voting here (http://www.bidforfix.com/p/lq3q5a/). Please, post your "features-to-realize" into this topic.
angryalbatross
Jun 13 2011, 13:52
Question:
I can not find the 'lod distance' box in blender 2.5. Is it by chance the same as the 'custom properties' dialogue?
If yes do I make new custom properties for each lod named after that lod and at the distance specified in the wiki? (i.e. geometry, fire geometry, view cargo...)
P.s. Thank you a TON leopotam, this makes work with vbs2 far easier
Leopotam
Jun 13 2011, 20:13
angryalbatross, blender is not a modeling tool for arma only. Are you sure, that p3d-plugins installed and activated? When you activate p3d-export plugin, new "arma properties" rollout will be added to properties panel (N).
If yes do I make new custom properties for each lod named after that lod and at the distance specified in the wiki? (i.e. geometry, fire geometry, view cargo...)
Yes, mass and lod distance (custom or from predefined list).
angryalbatross
Jun 14 2011, 12:34
Leopotam, I am very aware blender is not for arma only haha. I realized I was looking in the wrong menu (i was looking in the object data rollout where there is a section called 'custom properties' that looks like it could have been what you were saying to use) , I have more experience with 3ds max then blender, and the guys here at the office and I are really tired of using oxygen.
one last question I just thought of, how do I add proxys for vehicles in blender?[COLOR="Silver"]
Leopotam
Jun 14 2011, 13:07
As far as I know, proxies - "point with 2 vectors" groups looks like triangles. You can create single triangle and mark it with correct selection name.
angryalbatross
Jun 14 2011, 13:48
I have encountered one problem.
If I export my blender file as a p3d and put it straight into the game (vbs2 which is based off of arma) it doesn't work, but if I open it in oxygen, save it, and then put it in the game, it works. I would love to be able to just go straight from blender, but if this is impossible it is not a big deal.
Leopotam
Jun 14 2011, 13:53
Maybe, this? http://forums.bistudio.com/showpost.php?p=1732653&postcount=53
angryalbatross
Jun 14 2011, 17:26
Yea that's what I have been doing, it works fine
Leopotam
Jun 23 2011, 17:14
Exporter v0.3.11:
* Compatibility with r37702 (2.58).
Importer v0.2.7:
* Compatibility with r37702 (2.58).
Uses only standard releases, not tested with trunk builds.
First post updated.
---------- Post added at 09:14 PM ---------- Previous post was at 08:53 PM ----------
Anyone who has questions about using Blender, can join to skype group: Blender FAQ's (skype:?chat&blob=ZDiJoCjaubJrIR1IuGhBGqVeBvVY02Lqxm_w-TiqGks1XcLJjT4CdGAIyBd2izgJr4Ag).
Florion
Jun 29 2011, 21:40
Hey
I use Blender 2.58 with a very simple model.
After exporting, in O2, the top view shows the left side of the model while the front view shows top the and the left view shows the front view of the model.
Also the scale of the y axis is not right, it's way too small (it's not proportional to the others dimensions of the model).
Any clue on how to fix this ? Thanks.
Leopotam
Jun 30 2011, 07:31
Florion, http://forums.bistudio.com/showpost.php?p=1722408&postcount=26
P.S. This is not blender's help thread, use skype group.
Florion
Jun 30 2011, 08:51
Hey
Thanks Leopotam, left and front view in O2 are still inverted but proportions are good.
That could be nice to quickly sum all the issues/answers in your first post, that would save -us and you- a lot of time reading hundreds of post/asking/answering/linking.
Thanks again.
Leopotam
Jun 30 2011, 09:19
Strange, need time to test. May be, "usual" api change :)
---------- Post added at 01:19 PM ---------- Previous post was at 01:06 PM ----------
All correct - blender coordinate system differs from O2 - blender's up-axis is "Z", O2's up-axis is "Y". Just use blender for modeling and forget about axies.
Axies convertation when export (Blender -> O2):
X -> X
Y -> Z
Z -> Y
Leopotam
Jul 11 2011, 14:42
Tested with 2.58a (r38019).
Leopotam
Aug 14 2011, 10:31
Tested with 2.59 (r39307).
VonNexus
Aug 14 2011, 13:22
Hi Leopotam, a lot of users said me that you should be an expert in modelling and animation making, that's why I'm bugging you :).
I just created a simple animation with Blender. With your plugins, I converted the blender file into .p3d , and then I tried to export it into O2. But it gives me an error, saying it can't load. Why? Should I attach to my anim the BIS skeleton?
Leopotam
Aug 14 2011, 16:16
expert in modelling and animation making
They lies. :)
Animation store in special RTM-files, not in p3d. As you can see, only p3d can be exported (lods and selections). There are no ways to export animation from blender nowdays.
VonNexus
Aug 14 2011, 18:39
They lies. :)
Animation store in special RTM-files, not in p3d. As you can see, only p3d can be exported (lods and selections). There are no ways to export animation from blender nowdays.
OK Then. I know that RTM files can be created with O2, or something like that. True?
Pathetic_Berserker
Aug 15 2011, 01:23
Tested with 2.59 (r39307).
Crazy, I've had 2.58 installed less than a week. Will check it out when I get home.
Leopotam
Aug 15 2011, 03:15
OK Then. I know that RTM files can be created with O2, or something like that. True?
Yep, move selections for all lods frame by frame :)
Leopotam
Mar 29 2012, 07:04
Exporter v0.3.12:
* Compatibility with r44136 (2.62).
Importer v0.2.8:
* Compatibility with r44136 (2.62).
First post updated.
[APS]Gnat
Mar 29 2012, 12:19
Glad you're still updating Leopotam.
Thanks !
Hi Leopotam,
i checked the importer. and i got errors that the script can´t assign vertices to the vertexGroups. so i wrote me a fix and i want to share it with you.
You can fix that by using replacing this line 79 > obj.vertex_groups.assign(vert, vg, 1, 'ADD') < with > vg.add([vert.index], 1.0, 'ADD') <.
Greets Pillord.
EDIT: I changed the script. Now all LOD's an selections will be displayed in Blender and each LOD is in one Layer. This only works with .p3d Files <= 20 LOD cause Blender have only 20 selection fields.
Here the link to the .py file. http://78.46.48.235/downloads/addon_leopotam_import_p3d_mlod.py
I hope you will use and publish this.
(This was my first phyton script)
http://78.46.48.235/downloads/blender.png
Sorry I wan't to tell all people that Blender with that importer/exporter ist the best 3D-Editor. The tools to edit mashs are more than great!
Leopotam your work open a great possibility to create the hole 3D-Model in Blender with all Lod's. This work with proxys too, but only with 40 letters, cause Blender don't allow more.
All UV-Maps can be created in Blender in exported by your tool, many thx to Leopotam, caues with that tool you can create 3D-Models in one month.
The last think for me, is to name the Lod's with the Lod_type names. I hope it's possible with this description: http://community.bistudio.com/wiki/P3D_Model_Info
Leopotam
Apr 6 2012, 04:32
Importer v0.2.9:
* Additional compatibility with r44136 (2.62) (patch from Pillord).
First post updated.
This only works with .p3d Files <= 20 LOD cause Blender have only 20 selection fields.
I had the same thoughts, but just look at this: http://community.bistudio.com/wiki/P3D_Model_Info#Resolution_Values
For example, vehicle with driver/gunner/cargo has at least 20 parts (for one distance lod), so I forgot all about blender layers. :(
The last think for me, is to name the Lod's with the Lod_type names. I hope it's possible with this description
You can create 1-1000 visual lods for your model (without system lods) - how will you name them?
btw, Pillord, you're the first alive "importer" user. :)
Importer v0.2.9:
btw, Pillord, you're the first alive "importer" user. :)
And I hope I'm not the last one, cause now you can export your Arma2 O2 Models to Belnder, working on LOD's and details needed in Amra3 or TOH.
And I don't saw any model with more than 15 Lod's in Arma2.
I build one german chopper and now the C-160 in Blender an it's very helpfuly to export them to Blender.
It's one click to separate parts of the model to create a engine hood, door or other parts, that are used in TOH or VBS2 and I think in Arma3 and after that I feel it easy to create the new UV-Maps in Blender.
In all BIS Models are 6-8 Distancelods, 2 Shadowlods, 1 Memorylod, 2-3 geometrylods, Hitpoints and Landcontactlod. This names are allways used and I think the most important Lodnames.
Leopotam
Apr 6 2012, 21:44
You forgot about fire/geometry/shadow for pilot/gunner/cargo/commander :)
Leopotam
Apr 18 2012, 10:21
Limitations added, first post updated. Thanks, BIS-es, for this: http://forums.bistudio.com/showthread.php?133522-Audio-amp-Video-Monetization-(e-g-Youtube) .
Leopotam
May 1 2012, 18:00
Exporter v0.3.13:
* Compatibility with r45996 (2.63) (patch from Alwarren).
Importer v0.2.10:
* Compatibility with r45996 (2.63).
First post updated.
Thank you very much for the fast update... :)
Leopotam
Jul 1 2012, 21:15
Just for info.
Poly reducer with UV saving: http://www.ewocprojects.be/polyredux.html
Wow, can't believe I only just found this thread.
Great work and very much appreciated. Look I've got tears of joy running down my cheek, either that or I have been staring at the blisteringly white O2 screen for too long.
Odyseus
Oct 10 2012, 04:17
Hello guys. Having problem importing to oxygen 2 . I have a model that I did using a mirror modifier, and also divided it ) in different parts.(objects)I guess is the right way to say it. they are (main body, wheels and door). i try selecting all the parts using the box selection like in the video tutorial and then exporting to pd3. problem is that when i open it on oxygen i only get one of the parts and half of the main body is missing (mirror modifier). Any body know what i may be doing wrong???, by the way great work! ;) Should i model just using one object and no mirror modifier? FYI i was able to do it with the monkeys! :D
Odyseus
Oct 11 2012, 22:58
Does anybody know ???
1. collapse the modifier stack before export
2. most of the time, in most 3d apps (i am not an avid blender user) mirror will invert the normals. Check if you have those normals inverted
If i remember correctly only the active object is beeing exported. So Maybe try making a backup and join all objects into one before exporting to p3d.
Leopotam
Oct 12 2012, 20:18
Hello guys. Having problem importing to oxygen 2 .
You do something wrong, O2 the best of the best modeling program!!!111
I have a model that I did using a mirror modifier, and also divided it ) in different parts.(objects)
All modifiers must be collapsed and transform applied (ctrl+a, apply scale + rotation).
I guess is the right way to say it. they are (main body, wheels and door). i try selecting all the parts using the box selection like in the video tutorial and then exporting to pd3. problem is that when i open it on oxygen i only get one of the parts and half of the main body is missing (mirror modifier).
When you selected more than one object, you export all of them as lods of one model based of lod distance each of them. If you want to do export some parts as selections of one lod, you must join them to one mesh and mark different selections as vertex groups (name of vertex group = nam of selection).
FYI i was able to do it with the monkeys! :D
You want to kill monkeys instead rabbits? :)
Odyseus
Oct 13 2012, 05:10
LOL I try what you sugested. ctral+a, apply scale + rotation. The mirror modifier still does not work. i try with a box and only half of box shows up
DualJoe
Oct 13 2012, 06:12
@<hidden>: If you did what PuFu said it would be impossible to get your problem. Collapsing the modifier stack means that you have to apply all modifiers before exporting. The modifiers only work inside Blender not in Arma2 and O2.
Odyseus
Oct 13 2012, 16:25
I did what you guys suggested. I also did what Pufu told me. By the way thx guys. I check the normals and faces. It looks fine. DualJoe are you trying to tell me i should not use the mirror modifier?
DualJoe
Oct 13 2012, 16:48
No you should definitely use the modifiers, I couldn't live without them myself, but only while modeling in Blender.
As soon as you export you should apply all modifiers. You don't need to save your blend-file with applied modifiers, you can do it temporarily before exporting and not save the blend-file.
Odyseus
Oct 13 2012, 17:50
could you walk me through it. Please
DualJoe
Oct 13 2012, 18:54
http://i.imgur.com/iiKDG.gif
Odyseus
Oct 13 2012, 20:01
I LOVE YOU MAN!! THANK YOU. i THINK I GOT IT.
Leopotam, thank you so much for this plugin. When I export my model with UV's it does not seem to retain its texture. I can fix this by loading my model and resetting the texture in O2's UV editor. is there something I am missing to retain the texture when applied to my UV in Blender or is this a necessary step?
Leopotam
Nov 9 2012, 20:55
Leopotam, thank you so much for this plugin. When I export my model with UV's it does not seem to retain its texture. I can fix this by loading my model and resetting the texture in O2's UV editor. is there something I am missing to retain the texture when applied to my UV in Blender or is this a necessary step?
Plugin export only UV data, not graphic content, so, you need setup materials (shaders, textures and so on) in O2 manually.
Pilinir
Nov 13 2012, 10:28
Plugin export only UV data, not graphic content, so, you need setup materials (shaders, textures and so on) in O2 manually.
Thanks Leopotam, I just wanted to make sure I was spending as little time as possible in O2 lol.
Leopotam
Dec 15 2012, 06:49
http://www.blender.org/development/release-logs/blender-265/
"The decimator was rewritten, and now preserves UV's and vertex colors, has an un-subdivide and a mode to dissolve vertices to create planar n-gons. A new laplacian smooth modifier can reduce noise or smooth the mesh while preserving edges and volume. A triangulate modifier was also added, which can be useful for creating game assets with baked normal maps."
Thanks for keeping us updated...:)
Hi,
I can not find your python scripts to import files in blender p3d aniwhere,
it is possible to repost the last version ?
Thank you in advance.
Sorry for my english, I'm french.
Fred
Does anyone have a link for this plugin? I have looked all over for it and had to make a account on these forums just to try to find this plugin and come here and ask for assistance to find it.
I'm looking for the link too bro. I have blender too but i just recently heared about this plug-in. Its a shame they removed it. :cryy:
Ranwer
I'm looking for the link too bro. I have blender too but i just recently heared about this plug-in. Its a shame they removed it. :cryy:
Ranwer
Who removed it? Why? Somebody must have a copy they can post a link to! I have a model ready for export from blender.
Mach2Infinity
Apr 4 2013, 14:40
I havw both addon_leopotam_export_p3d_mlod.py and addon_leopotam_import_p3d_mlod.py on my HDD if Leopotam is willing me for me to upload them. They were made for Blender 2.62 where as the current version(s) is 2.66/2.66a.
Well, it´s a shame this plugin was removed.
I wish leopotam would at least have let the download persist. The 2.63 version seems to work with the latest 2.66 blender.
So if there was an ok by leopotam i could upload them too.
[APS]Gnat
Apr 7 2013, 14:40
Think these were the last .....
* link dropped because of author *
EDIT
@<hidden>
Just saw your first post (update)
Disappointing you've already decided to judge ArmA3 .... when its only an Alpha
Hope you reconsider / revisit it in the future. Your skills would be appreciated (as are your tools STILL are)
Leopotam
Apr 7 2013, 16:54
Link removed.
[APS]Gnat
Apr 8 2013, 12:39
I think, you understand, that I do not give you permission to public my work
Oh .... I see, you deliberately removed them.
That is VERY disappointing.
Links removed.
so I'll do the same.
LINK REMOVED
Dont care .... this is the internet, you can rarely un-publish a public release.
Anyhow, I'm sad for you.
Gnat;2367843']Oh .... I see, you deliberately removed them.
That is VERY disappointing.
Links removed.
Dont care .... this is the internet, you can rarely un-publish a public release.
Anyhow, I'm sad for you.
I have a copy of the publicly released now lost plugins REMOVED
Also see this thread http://forums.bistudio.com/showthread.php?97889-O2-light-to-Blender-to-O2-light
Leopotam
Apr 13 2013, 10:19
Crate, I provided rights to rework my plugins to only one man. I hope, you will be banned due IP violation - I dont allow distribution of my work.
I am not distributing anything. I just know where its located. I guess you will need to ban the person distributing it. Because it isnt me so!
Leopotam
Apr 13 2013, 10:42
Crate, its not my problem, you provide link to my work, so, you criminal. If you respect law - remove it. I say again:
I dont allow distribution of my work.
Crate, its not my problem, you provide link to my work, so, you criminal. If you respect law - remove it. I say again:
If I can google and find it then ANYBODY can google and find it! I cant remove the files I didnt post! Perhaps you should of thought about all this before you posted the link in a public forum free to download! You posted it 15 AUG 2010! Thats your problem!
Max Power
Apr 13 2013, 10:54
User suspended. Links removed.
Leopotam
Apr 13 2013, 10:54
I cant remove the files I didnt post!
I said only about your link.
Max Power, thanks. I hope, that new developer will do more useful plugins version to community.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.