Author Topic: First Release Glest G3D Blender Import/Export  (Read 6221 times)

seltsamuel

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First Release Glest G3D Blender Import/Export
« on: 20 June 2005, 14:30:21 »
Hi, its Time to do the first step  8)

Import for V3 and V4 should work 100% seamless.

The Exporter is ripped off because im working on it and it has Bugs.
So to let you enjoy the progress i stripped it off and let u use the working part.

USAGE:
Its really easy
Get the Zipfile http://www.glest.org/files/additional/tools/
You need Blender 2.37 the newest if u dont have it get it at blender.org
other Versions are not tested but may work.
Unpack it into the Blender Scriptfolder (on my pc Blender\.Blender\Scripts)
there should be now a .py script AND a .PNG inside.
Start Blender and go to the Scriptwindow i suggest the screen at the bottom for it to reside (look that u pull it great enough or you cannot really navigate the filesystem)
Push the ScriptsButton and a list will appear. there push "Update Menus"
after u did this u have in the list "Wizards" the new "G3D Fileformat Im/Exporter"

Its tested with Windows Blender but i tried to keep all things System independent so it should work for Linux too. Feedback on this apreciated,
because i have to reinstall my Linuxbox for 3D Hardware Support to test it.

I edit this Post later for more so read often here.


Seltsamuel
« Last Edit: 22 June 2005, 14:42:55 by seltsamuel »

seltsamuel

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(No subject)
« Reply #1 on: 20 June 2005, 15:17:55 »
This Post here is to Explain Features of the Im/Exporter

Import:

Klick on the "Load G3D" Button.
The File Selector pops up and u can choose a .G3D file to import.
After u selected one File push the "G3D to Load" Button at the right.
The Script determines itself
    1. Is it a real G3D file ?
    2. What Version is it ? V3 (the actual Format) and V4 (Future) supported
Then the Model is loaded into Mesh Objects.
It Loads the Vertices, Normals, Faces, UV Coordinates per Face and per Vertex, Animation Keyframes and for V4 the diffuse Color and looks wether the Mesh is TwoSided or not.
The Objects will be named the same as the Filename to import so keep it not too long.
After loading the Meshes a "Empty" Object is automatically generated
and the Script makes it to the "Parent" of the imported Objects.
This is to make it easy for u to move the imported Model. The Parent is also selected as default so when u move it all Mesh Objects follow it.
The Script sets by default Animation Start to 1, the current Step to 1
and the last animationstep to the end of the LAST imported model.

This is my first Blender Script and im working only 1 Week on it.
I tryed to hold it well documented and well structured.
Because i use many unusual functions where i had to search long to find em i think this Script is good to look into to learn how things work.
If u find Bugs please post em here. Its still Beta 0.01  :wink:
Im German and no English Teacher.


Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

Speedator

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« Reply #2 on: 20 June 2005, 16:25:15 »
Why don't you easily post the python code here?
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

seltsamuel

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« Reply #3 on: 20 June 2005, 17:51:34 »
because its not only pythoncode
there is a png logo too for the gui

Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

seltsamuel

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(No subject)
« Reply #4 on: 22 June 2005, 14:41:55 »
added Downloadlink today in the 1 Post

Happy testing & Bughunting

please try on Linux


Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

seltsamuel

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(No subject)
« Reply #5 on: 26 June 2005, 11:42:26 »
Because of missing Feedback i installed 3D Support and Blender
on my Linuxbox.

It seems for me that the Script works flawless on Linux too  :)
Im verry impressed and surprised of the Speedboost i gain under Linux with Blender
(Using Mandrake 10.1 and have GF3 Ti 128MB) think its 3 Times Faster than under Windows.

Please post errors or suggestions here, if you dont tell i cannot fix.

Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

Speedator

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(No subject)
« Reply #6 on: 28 July 2005, 19:28:56 »
I have not any error, though I would like to know if there is any progress.

BTW: I will test the script on weekend with other configuration.
I will install 3ds max trail again, export some model and import with the script.
Maybe I get an error for you.:)
But I really would like to see the exporter.
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

Speedator

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(No subject)
« Reply #7 on: 31 July 2005, 16:01:43 »
Even though I wasn't able to test lots of models(only 8) exported from 3ds max, I cannot find any significant error.
Is the script-project dead?
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

seltsamuel

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« Reply #8 on: 5 August 2005, 09:37:24 »
thats me above seems the timeout had survived the holidays :)
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

GegSite

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Linux test
« Reply #9 on: 12 September 2005, 18:06:33 »
Blender 2.37a
Linux kernel 2.6.9-19
Its working thanks !
« Last Edit: 1 January 1970, 00:00:00 by GegSite »