Author Topic: exporter/Blender 2.5/2.6 series  (Read 69908 times)

Yggdrasil

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Re: exporter/Blender 2.5 series
« Reply #75 on: 29 June 2012, 23:57:22 »
Placebo effect?

For people not finding the properties panel (remember you need at least blender 2.63):


And i pushed a very tiny update...

Coldfusionstorm

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Re: exporter/Blender 2.5 series
« Reply #76 on: 5 July 2012, 13:23:00 »
The flag does not work in MG, must have been a coincidence, just the day after the problem was back :(, Could we please support his feature in Megaglest too?.
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titi

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Re: exporter/Blender 2.5 series
« Reply #77 on: 16 July 2012, 19:10:22 »
@Coldfusionstorm: done, please test ...

@Yggdrasil: We try to keep a copy of teh blender exporter in the MG repository too, because we want to deliver it with MG.
Where do we find the latest version ?
Is it here?: https://docs.megaglest.org/Exportscript

And do you know if this is compatible with MegaGlests g3d format?
« Last Edit: 18 June 2016, 14:57:46 by filux »
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Omega

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Re: exporter/Blender 2.5 series
« Reply #78 on: 16 July 2012, 20:01:16 »
@Yggdrasil: We try to keep a copy of teh blender exporter in the MG repository too, because we want to deliver it with MG.
Where do we find the latest version ?
Is it here?: https://docs.megaglest.org/Exportscript

And do you know if this is compatible with MegaGlests g3d format?
Yes to all three questions.
« Last Edit: 18 June 2016, 14:57:17 by filux »
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Coldfusionstorm

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Re: exporter/Blender 2.5 series
« Reply #79 on: 17 July 2012, 15:00:49 »
@Coldfusionstorm: done, please test ...

@Yggdrasil: We try to keep a copy of teh blender exporter in the MG repository too, because we want to deliver it with MG.
Where do we find the latest version ?
Is it here?: https://docs.megaglest.org/Exportscript

And do you know if this is compatible with MegaGlests g3d format?

i also wrote in your other thread titi, il test it out as soon as possible!
« Last Edit: 18 June 2016, 14:57:31 by filux »
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Yggdrasil

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Re: exporter/Blender 2.5 series
« Reply #80 on: 20 September 2012, 19:20:21 »
I updated the importer and exporter. It's now possible to export imported models with animations, but you have to use a workaround to make it work. After importing you have to click into the list of shape keys for each mesh you imported. After that the animation should work normally and you can export the meshes again. I probably forgot to update/recalculate something but i can't find a way to trigger it. You have to live with this workaround for now.

I also fixed a bug in the exporter which reduces the exported vertex count in some cases considerable. If you have a big model with many vertices, it's probably a good idea to re-export.

Here the link again:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob_plain;f=source/glexemel/g3d_support.py;hb=HEAD
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

Omega

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Re: exporter/Blender 2.5 series
« Reply #81 on: 20 September 2012, 22:39:32 »
I updated the importer and exporter. It's now possible to export imported models with animations, but you have to use a workaround to make it work. After importing you have to click into the list of shape keys for each mesh you imported. After that the animation should work normally and you can export the meshes again. I probably forgot to update/recalculate something but i can't find a way to trigger it. You have to live with this workaround for now.
Nice work, Yggdrasil. It's a very unusual work around, but beats nothing. Should make modifying older mods much more bearable.
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Yggdrasil

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Re: exporter/Blender 2.5 series
« Reply #82 on: 8 December 2012, 15:53:51 »
I got rid of the workaround and added a new option to the exporter to run g3dviewer directly after export (see left side when exporting). Hover over it to read the tooltip.

Coldfusionstorm

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Re: exporter/Blender 2.5 series
« Reply #83 on: 9 December 2012, 14:39:15 »
Yggdrasil, You rock!.! :thumbup:
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Yggdrasil

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Re: exporter/Blender 2.5 series
« Reply #84 on: 17 December 2012, 15:12:29 »
FYI: To get "notified" about changes in the script, use the feed at the bottom right on the following page:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob;f=source/glexemel/g3d_support.py;hb=HEAD
« Last Edit: 17 December 2012, 15:20:43 by Yggdrasil »

Yggdrasil

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Re: exporter/Blender 2.5 series
« Reply #85 on: 20 December 2012, 17:15:42 »
Added another option to exporter and importer to rotate mesh from default blender orientation to glest orientation, or vice versa.

Here the link again:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob_plain;f=source/glexemel/g3d_support.py;hb=HEAD
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

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Re: exporter/Blender 2.5 series
« Reply #86 on: 20 December 2012, 19:51:15 »
Yggdrasil :thumbup:

What can you do to an imported model and still export it with it's animations? And are there any steps you have to take or could I just import>export and boom animated?
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Yggdrasil

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Re: exporter/Blender 2.5 series
« Reply #87 on: 21 December 2012, 12:02:37 »
I don't know. I'm no modeler. You're probably limited by the shape keys. I only tested it with importing a model and then directly export it again. If the animation still works correctly in blender, it should export just fine. At least that's the goal. Always keep your blend files...

atze

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Re: exporter/Blender 2.5 series
« Reply #88 on: 22 December 2012, 03:23:47 »
Thank you Yggdrasil, that is a very useful supplement.  :thumbup:  :)
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Re: exporter/Blender 2.5 series
« Reply #89 on: 9 January 2013, 03:02:22 »
Yggdrasil, is there a way to make the script default to having "rotate to glest orientation" checked?
I like working in blender's default axes better than glest's default axes

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Re: exporter/Blender 2.5 series
« Reply #90 on: 9 January 2013, 10:29:03 »
Yggdrasil, is there a way to make the script default to having "rotate to glest orientation" checked?
I like working in blender's default axes better than glest's default axes

I would suggest you just get used to it. It's one click when you export.
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Omega

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Re: exporter/Blender 2.5 series
« Reply #91 on: 9 January 2013, 13:45:55 »
And to be fair, you only have to click it once per blend file.
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Yggdrasil

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Re: exporter/Blender 2.5 series
« Reply #92 on: 12 January 2013, 18:45:22 »
Change line 757 to:
Code: [Select]
default=True)(replaces False with True)

I made it default to false mainly because it's a new option and modifies the mesh. Maybe not everyone wants to use it. I don't know how your workflow in blender looks like. If the majority of the modelers use this option, it should be enabled by default. Opinions?

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Re: exporter/Blender 2.5 series
« Reply #93 on: 22 January 2013, 03:02:56 »
I mainly model in blenders default orientation yeah.

Great work Yggdrasil! Good to see the exporter getting some well needed love.

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Re: exporter/Blender 2.5 series
« Reply #94 on: 22 January 2013, 03:44:07 »
Forgot to say thanks, yggdrasil :thumbup:
You're the man

I made it default to false mainly because it's a new option and modifies the mesh. Maybe not everyone wants to use it. I don't know how your workflow in blender looks like. If the majority of the modelers use this option, it should be enabled by default. Opinions?
I like using default orientation, but if anyone is opposed to it, I'm fine with editing the line after downloading

Coldfusionstorm

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Re: exporter/Blender 2.5 series
« Reply #95 on: 27 January 2013, 13:16:44 »
Thanks for keeping this script up to date and so well maintained Yggdrasil

Thanks Yggdrasil  :thumbup:
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Re: exporter/Blender 2.5 series
« Reply #96 on: 27 January 2013, 17:21:34 »
May i also say "thank you yggdrasil" working on the script is awesome for everyone.

:)

Yggdrasil

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Re: exporter/Blender 2.5 series
« Reply #97 on: 20 February 2013, 15:07:52 »
Thanks for the kind words.

I somehow forgot to mention the last update here:
Quote
Importer and exporter now support multiple texture slots. The first slot in the
material is the diffuse map, second and third slot are specular and normal map.
Other slots are ignored. All textures share the same coordinates.
The option to rotate the mesh is now enabled by default in importer and
exporter.

Only GAE knows about these slots currently, MG should ignore it (hopefully). If you only have a diffuse map you should get the same g3d as before.

Here the link again:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob_plain;f=source/glexemel/g3d_support.py;hb=HEAD
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

titi

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Re: exporter/Blender 2.5 series
« Reply #98 on: 28 February 2013, 20:12:53 »
Thank you so much!!!
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titi

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Re: exporter/Blender 2.5/2.6 series
« Reply #99 on: 10 April 2013, 08:56:06 »
please make the following change in your script too. The opacity is set to 1.0 if it was 0.0 . It makes no sense to export non visible objects ( because fully transparent ), but having this replacmenet makes moddeling much more easy in blender, because you can set the transparency of the material to 0 to see the alpha effect of the textures in the 3dview too.

http://sourceforge.net/apps/trac/megaglest/changeset/4221

in case trac is down if you read this:
Code: [Select]
trunk/source/shared_lib/sources/graphics/model.cpp
r4057 r4219
771 771         specularPower= meshHeader.specularPower;
772 772         opacity= meshHeader.opacity;
773
  773         if(opacity==0){
  774                 printf("found a mesh with opacity=0 in header, using opacity=1 to see it now \n");
  775                 printf("file: %s\n",modelFile.c_str());
  776                 opacity=1.0f;
  777         }
774 778         textureFlags= meshHeader.textures;
775 779
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