Jump to content

Photo
- - - - -

Blender import / export plugins


  • Please log in to reply
200 replies to this topic
Thread Starter
Leopotam
Leopotam

    Suspended Member

  • Banned
  • 130 posts

#1

Posted 15 August 2010 - 11:46

Discontinued.

Edited by Leopotam, 09 March 2013 - 16:02.
Arma3 is crap. Sorry, but its true.


-APS-Gnat
-APS-Gnat

    Captain

  • Members
  • 6401 posts

#2

Posted 15 August 2010 - 12:44

Thats just awesome!
GJ Leopotam! Thanks for the contribution.
I don't use Blender, but now I'm wishing I did ;)
Posted Image

SLAYER_RF
SLAYER_RF

    Lance Corporal

  • Members
  • 47 posts

#3

Posted 15 August 2010 - 17:49

At last. I was waiting it so much. Thanks for your work, Leo!

-APS-Gnat
-APS-Gnat

    Captain

  • Members
  • 6401 posts

#4

Posted 16 August 2010 - 12:55

Leopotam,
I seem to have a problem with the script(s), it doesnt seem to want to activate.

Posted Image

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.

Edited by [APS]Gnat, 21 July 2011 - 15:20.

Posted Image

deltaGhost
deltaGhost

    Corporal

  • Members
  • 72 posts

#5

Posted 16 August 2010 - 13:02

what its blender LOL ? :)
a kind of 3d max? , free or not free thats the questionX D

Thread Starter
Leopotam
Leopotam

    Suspended Member

  • Banned
  • 130 posts

#6

Posted 16 August 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

Edited by Leopotam, 16 August 2010 - 13:53.


Thread Starter
Leopotam
Leopotam

    Suspended Member

  • Banned
  • 130 posts

#7

Posted 17 August 2010 - 07:09

I recomend use one of the last blender builds (http://graphicall.org). For example:
x64: http://www.graphical...on=show&id=1492
x86: http://www.graphical...on=show&id=1525

Edited by Leopotam, 17 August 2010 - 12:52.


TRexian
TRexian

    Master Gunnery Sergeant

  • Members
  • 1227 posts

#8

Posted 17 August 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!

Edited by TRexian, 17 August 2010 - 13:10.


-APS-Gnat
-APS-Gnat

    Captain

  • Members
  • 6401 posts

#9

Posted 17 August 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?
Posted Image

Thread Starter
Leopotam
Leopotam

    Suspended Member

  • Banned
  • 130 posts

#10

Posted 17 August 2010 - 12:56

[APS]Gnat, hm, you right, bug...

TRexian
TRexian

    Master Gunnery Sergeant

  • Members
  • 1227 posts

#11

Posted 17 August 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.

Posted Image

The DOS window suggests there's at least one error that looks consistent:

AttributeError: 'NoneType' object has no attribute 'filepath'



Thread Starter
Leopotam
Leopotam

    Suspended Member

  • Banned
  • 130 posts

#12

Posted 17 August 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.bistud...168&postcount=7)

TRexian
TRexian

    Master Gunnery Sergeant

  • Members
  • 1227 posts

#13

Posted 17 August 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
-APS-Gnat

    Captain

  • Members
  • 6401 posts

#14

Posted 17 August 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.
Posted Image

TRexian
TRexian

    Master Gunnery Sergeant

  • Members
  • 1227 posts

#15

Posted 17 August 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):
Posted Image

Import your p3d, in this case, a desk that I made.
Posted Image

Split the pane into 2, with that little diagonal corner thingie:
Posted Image
Posted Image

Until it looks something like this:
Posted Image

(Split into 2 posts.)

Edited by TRexian, 17 August 2010 - 17:32.


TRexian
TRexian

    Master Gunnery Sergeant

  • Members
  • 1227 posts

#16

Posted 17 August 2010 - 17:33

(continued from previous)

Change the right side to the UV/Image editor:
Posted Image

Select the object on the left side by right clicking (it should turn orange):
Posted Image

Change to edit mode:
Posted Image

Load the texture in the Image button:
Posted Image
Posted Image


(still too many)

TRexian
TRexian

    Master Gunnery Sergeant

  • Members
  • 1227 posts

#17

Posted 17 August 2010 - 17:34

(and finally...)


Then select to view the Textured mode:
Posted Image

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.

:) :) :) :)

Thread Starter
Leopotam
Leopotam

    Suspended Member

  • Banned
  • 130 posts

#18

Posted 17 August 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 :(

Edited by Leopotam, 18 August 2010 - 06:53.


Thread Starter
Leopotam
Leopotam

    Suspended Member

  • Banned
  • 130 posts

#19

Posted 17 August 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.

Edited by Leopotam, 17 August 2010 - 20:17.


TRexian
TRexian

    Master Gunnery Sergeant

  • Members
  • 1227 posts

#20

Posted 17 August 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? :)