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Posts posted by nemyax
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most European languages also use some variation of insectum
In Russian it's nasekomoye, based on a root (sek/sech) that means notching/slicing/cutting ("a sliced-up thing"). It must be a loan translation from Latin.
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I'll see what I can do.
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Fuchur
The model doesn't have vertex groups. The element names in the outliner belong to materials, and the vertex group list for the mesh is empty. Try creating some groups in Blender and populating them with vertices by material.
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robcat2075
You, sir, know how to put up a show! Congratulations to the winners.
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Update 0.2.20150901
Vertex groups are now exported as CP groups, as requested by Fuchur.
Note that groups used for bone deformations (these groups are named after the bones that influence them) are skipped. If you want to keep such a group, make a copy of it: click the down arrow icon and select Copy Vertex Group.
Regarding the other feature that almost made the update:
Export of shape keys (aka blend shapes and morph targets elsewhere) as .act files containing spline actionsThese actions are the only way I've found to bring a shape key into A:M as an independent entity. It's also very easy to do.
Well, it was only easy in theory. In practice, there's a bug in Blender that gets in the way. It should be fixed in Blender 2.76, but until then, shape key export will remain hidden.
Download page: http://sourceforge.net/projects/blenderbitsbobs/files/
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This could be intended for scribbling quick annotations on renders, á la in Maya's fcheck.
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So far it looks more like ab ovo than e panni =)
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The operating system shouldn't have anything to do with activation.
Well, maybe it's just architecture + MAC address.
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Madfox
Did you replace your network card before you ran into licensing troubles? If I'm not mistaken, the licence is bound to the combination of your OS version and primary network interface MAC address.
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I tell ya, that guy must have been a saint to put up with all those demons chewing on him.
He's either that or the Doom Guy.
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Is there a way to import .obj sequences into blender?
Well, you can try this file: https://drive.google.com/file/d/0B___ge5IO2JdYlZTLWY3T2RFUWs/view?usp=sharing
Put it in the folder where your .objs are, open it in Blender and click the Run Script button in the text editor window (the left pane with some Python code; the button is at the bottom). It should load all of the .objs from the folder.
Keeps giving me an error.Can you post the error in the addon topic? I'll try to look into it.
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Do you need the script at post #1 AND the "Middleman" thingy??
No.
That seems like a long workaround.
In the simplest case, it's a two-step procedure:
- Import file into Blender.
- Export .mdl.
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Try conversion through Blender:
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Fix all these bugs please.
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Fuchur
And it is planned to export action-files for animations too.This isn't planned =) The plan is to try and implement import of actions, letting A:M do what it excels at—animate.
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From another topic:
you may need to rotate the model afterwards and flip the normals once,,, seams like blender is using a different coordinate system
The model must have been rotated during OBJ import. The addon gets the vertices' local coordinates and doesn't use the world matrix for correction (it could, but I have objections to that now that armatures are supported). It only rotates the geometry to match A:M's notion of "front" and "up". The coordinate systems in Blender and A:M are both right-handed.
To avoid this situation, you can apply the transforms to your object in Blender (Ctrl+A) before export.
Blender recognized the groups from Edi and brought it in the blender-interface from the OBJ nicely, but the plugin does not export them back as A:M groups currently, as it seems. Not a big deal, since you are likely using a full body texture, but it would be cool if that could be added somewhere in the future.
I suppose I might do that some day. However, vertex weighting is based on vertex groups in Blender, so this could get messy in a variety of ways. For example, a group you really want to keep may match the name of a bone and be discarded because of that.
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The topic title says "decal stamp in Blender", but stamping (or in generic terms, projection from view) is a different operation in Blender =)
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To answer my own question: yes, the PWS makes it possible to drag CP data from a spline action into a smartskin. Only moving appears to be allowed though, not copying.
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If everything's OK, they are weighted.
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I've got two things on my to-do list:
- Export of shape keys (aka blend shapes and morph targets elsewhere) as .act files containing spline actions
These actions are the only way I've found to bring a shape key into A:M as an independent entity. It's also very easy to do. How useful would that be? For example, can you reuse data from such an action in a smartskin? - Import of .act files with skeletal animation as Blender actions
I need your help on this one. Could you give me some of your real-world action files—the more, the better? This would save me a lot of time trying to figure out the format. The files should contain bone transforms, diverse f-curve tangent and continuity settings, and cycling options. Model files aren't necessary.
- Export of shape keys (aka blend shapes and morph targets elsewhere) as .act files containing spline actions
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Update 0.2.20150806
Changelog:
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Bone roll export fixed.
Bone roll in A:M should now match the original value. -
Spline tracing improved (again).
The previous update corrected some cases but broke others. Both kinds of issues should be fixed now.
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Bone roll export fixed.
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Update 0.2.20150804
Skeleton and skinning support has landed.
If you want to skip the export of an existing armature, you can temporarily break the reference to it in your modifier.
A few minutes after the update I found a stupid division-by-zero bug in sloppily-skinned meshes. That's very lame of me, and I'll fix it soon. Meanwhile, as always, make sure your models are perfect before you export =)Fixed—Update 0.2.20150805 pushed.This update also improves the spline-tracing function, so that topologies such as these are handled correctly:
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AM to Blender or the other way around?
Blender to A:M. It'll be part of the following (at this stage, theoretical) workflow:
- Model, texture and skin in Blender.
- Rig and animate in A:M.
- Bake the animation and save it.
- Import the animation into Blender and attach it to the original armature.
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you can now do the modeling in AM, eport
the model to Blender, do the UVing there, and come back to A:M
You can even 3D-paint the model in Blender if you like.
And starting tomorrow, you can also construct the skeleton and do the CP weighting =)
MDL exporter for Blender
in 3rd Party Programs, Utilities and Products
Posted
Fuchur
How would you like a button that created vertex groups based on material assignment? If you come to think of the difference in how Blender and A:M assign materials, you realise that fully automatic conversion isn't very useful.
Suppose you want a material layout as in the attached image. In Blender, you'll just assign materials directly to faces and be done with it. But you don't assign to patches in A:M, only to CPs. And selecting the CPs for the green patches will also select the CPs for the orange patch, so the orange patch will be lost. In A:M, you'll probably work around this by using two L-shaped groups around the orange patch. But you don't do that in Blender, where you have a face-to-material correspondence without any grouping.
A conversion button would give you a chance to fiddle with vertex reassignment in order to please A:M. And a prefix could prompt the exporter to include a material shortcut.