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Hash, Inc. - Animation:Master

nemyax

*A:M User*
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Posts posted by nemyax

  1. 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.

    mats.png

  2. 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 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.

    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/

  3. 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.

  4. 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.

  5. 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:

    1. Import file into Blender.
    2. Export .mdl.
  6. 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.

  7. I've got two things on my to-do list:

    1. 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?
    2. 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.
  8. Update 0.2.20150804

    Skeleton and skinning support has landed.

     

    400_0ebee8a0229ac78ebf4d35241e851ee8.jpg

     

    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:

     

    658c48f721b5d8bbd23ab0f163976e3c.png

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