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Author Topic: Blender Addon  (Read 2387 times)

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Blender Addon
« on: »
hey,

i uploaded an old blender addon to github which i created 1.5 years ago. Importing works ok, the export functions were experimental. You will need the OGRE Command Line Tools. If you plan to export anything you might need to downgrade your mesh files with the OgreMeshUpgrader Tool using the -V option with version 1.7 as value.

Maybe this is useful for other modders / addon developers. Btw. here are some examples:

[youtube]https://youtu.be/zPp5RyRLRAE[/youtube]

Imgur Album
« Last Edit: August 21, 2017, 10:23:44 am by Gyro Gearloose »

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Re: Blender Addon
« Reply #1 on: »
Oh-ho-ho! This sounds very promising!  :D

Hey Gyro Gearloose and thank you for sharing this.

I see a new legionary helmet. Are there any other models and plans for this?

Re: Blender Addon
« Reply #2 on: »
Sweet!  I had been looking for something like this.  I hadn't found anything so started writing my own. I was still working on the matrix math for the bones.

We should be able to export using the OgreCave blender2ogre plugin. I've used it in the past when experimenting with adding new animations to models with some success.

Re: Blender Addon
« Reply #3 on: »
Hi @Gyro Gearloose welcome to Torchmodders! It's great you chose to share your stuff here, thanks v much!

I'm a low-average user of Blender and I know nothing about how i/o scripts work, so pardon the dumb question - so your script will export animations to a .SKELETON file to go along with the .MESH?  That would be really sweeeet!


Re: Blender Addon
« Reply #4 on: »
Wardrobe and Animation export don't work (yet). Pushed another commit and tested weapon export and it worked.

Imgur Album

I probably won't update this addon for a while since i'm occupied with other things. I dont want to let it rot on my harddrive hence i published it on github.

Re: Blender Addon
« Reply #5 on: »
Quote from: Gyro Gearloose
Wardrobe and Animation export don't work (yet).
Told u i knew zero about i/o scripts! :P

Quote from: Gyro Gearloose
Pushed another commit and tested weapon export and it worked.
Imgur Album
Niiice work!

Quote from: Gyro Gearloose
I probably won't update this addon for a while since i'm occupied with other things. I dont want to let it rot on my harddrive hence i published it on github.
Well we're glad you chose to share with us too :D Hope you can still pop in every now and then. Thanks again!


Re: Blender Addon
« Reply #6 on: »
Btw. I added wardrobe export, monster export and animation export.

I did not do much testing (only on Ubuntu) and mostly compared the xml input files with their corresponding output files, and tested export and reimport.

Notes:
You should save your blends before exporting and revert them after export because the mesh will be altered (polygons to trianges, uv split -  tris to quads and remove doubles will reverse this)

If you start anything from scratch you should rotate your objects by 90 degrees around the x-axis.

You might use monster export for anything with a skeleton, that only uses a shared vertexbuffer. NPCs i.e. should also work.
« Last Edit: August 27, 2017, 02:34:09 am by Gyro Gearloose »

Re: Blender Addon
« Reply #7 on: »
hey thanks for the added info/tips gyro!


Re: Blender Addon
« Reply #8 on: »
I just started playing with this maybe 30 minutes ago. I've already imported ponyo npc with all the animations.  Very nice.  This should let me work on a playable ponyo without having to recreate the original animations.

Thanks a lot for this!

Re: Blender Addon
« Reply #9 on: »
I found an error, and a workaround.

If an xml file from a previously imported animation is still in the xml folder, it will use that xml even if it is from a different model.  Cleaning the xml folder when you switch models will avoid the issue.

Re: Blender Addon
« Reply #10 on: »
Thanks @Vkoslak ! Can i ask, have u also ben able to export with a new or edited anim?


Re: Blender Addon
« Reply #11 on: »
I already updated the addon a week ago. xml files should get overwritten by default now.
Also root bones will be transformed.

Further i added a user preference setting for mesh export options since these differ depending on the version of the OgreXMLConverter.
The size of the exported mesh files is similiar to the original mesh files now.

I also successfully exported an animation for the training dummy, stash opening and other simple things.

But i really dislike the GUTs Editor (Slow / Does not exit / Errors). Is there any tool to build / package the mod from the command line. Most things can be done by text editing. But these text files need to be converted to binary files and then archived?
« Last Edit: September 04, 2017, 02:24:01 pm by Gyro Gearloose »

Re: Blender Addon
« Reply #12 on: »
@Gyro Gearloose thanks so much for ur ongoing work on this! And ur update about exporting anims is a signalbto me - i gotta start learning animating in blender  :o :P

About GUTS yes most all the files are human-readable and editable, but GUTS itself is the only tool im aware of that will do the conversions to those *.bin* files and the final packing into a .mod


Re: Blender Addon
« Reply #13 on: »
@Phanjam  I haven't loaded into TL2,  but I have exported and loaded into OgreMeshy.

@Gyro Gearloose Cool, I'll make sure I download the most recent before doing any more loading.

Thanks!

 

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