nemyax Posted June 28, 2016 Posted June 28, 2016 A:M importer for Blender This add-on imports Animation:Master models into Blender. The following happens during model import: Patches are converted to polygonal meshes without any subdivision. This happens only for explicitly saved patches listed in the file; if your patch is stamped, it will come through. Faces are not created for implicit patches. If you need to make a surface from your edge net, use Blender's excellent family of Fill tools. Hooks turn into regular vertices. A:M bones and nulls turn into Blender bones. CP attachments and weights are converted to vertex weights. For hooks, weights are copied from their hook bases. Constraints, limits and all other rigging relationships are ignored. Stamps turn into UV layouts, using the / naming convention. CP groups turn into vertex groups and are added to the groups that Blender uses for vertex weighting. The add-on also imports animations in .xform format, as exported by the current version of Animation:Master. Get the add-on here: https://sourceforge.net/projects/blendamajigs/files/io_scene_am_import/ The name of the file is io_scene_am_import-*.*.*.zip. The add-on requires Blender 3.0 or later. How to use Important: A note on bone orientation specifics. Blender and A:M use different rest-pose orientations for bones. In Blender it's +Y that looks "down" the bone, and in A:M it's +Z. Therefore, if you try to apply A:M animations unchanged to a normal-looking Blender armature, it'll come out wrong. The add-on supports both orientations for models and animations; the bone orientation import option can be set to either A:M-native or Blender-friendly. Whichever option you use for model import, stick with the same option for animation import to get correct results. To help you track which option was used during the model import, the add-on names the imported armature object and associated armature data either "mdl_armature_am" (for "A:M-native") or "mdl_armature_blen" (for "Blender-friendly"). You might want to rename the armature object, but you're unlikely to rename the armature data, because nobody ever bothers, so it's a simple hint that won't get lost. Importing models To import a .mdl file, click File | Import | Animation:Master model (.mdl). Importing animations To import an animation in .xform format: Set the time slider to the frame you want the sequence to start at. Select an armature that matches the animation you want to import, or a mesh associated with such an armature. This should preferably be part of a model imported with this add-on. Click File | Import | Bone Transformations as Animation (.xform). Specify the bone orientation used by the target armature: A:M native or Blender-friendly. (An "A:M-native" armature is bound to look weird, with bones jutting sideways; if unsure which to select, check the armature data name.) For details about the .xform format, see this topic. How to install Open Blender's User Preferences window and go to the Add-ons tab. Click Install and specify the downloaded .zip file or the unpacked .py file. Enable the Import-Export: Animation:Master Import add-on. 1 1 Quote
Hash Fellow robcat2075 Posted June 28, 2016 Hash Fellow Posted June 28, 2016 How interesting! I know nothing of Blender but I shall be interested to hear of others' results. i suspect the unsubdivided patches will look a bit raw. Quote
nemyax Posted June 28, 2016 Author Posted June 28, 2016 i suspect the unsubdivided patches will look a bit raw. A real model is bound to be detailed enough to look OK with subdivision turned on. Even the keekat looks decent as a subdiv mesh. Quote
Hash Fellow robcat2075 Posted June 28, 2016 Hash Fellow Posted June 28, 2016 Not bad. If you export a KeeKat model from a chor you could get the eyes properly in place. Quote
Fuchur Posted June 29, 2016 Posted June 29, 2016 Very, very cool stuff . Thank you very much for your affords and that great import-plugin. That looks very promising indeed. I'll link it on the Hash page this evening and will test it then again . See you and thanks again *Fuchur* Quote
detbear Posted June 29, 2016 Posted June 29, 2016 Very Awesome!!!! If animations can be exported to blender in the future as you mentioned in the above post, that will unlock some very interesting horizons. Great work Nemyax Quote
Malo Posted June 29, 2016 Posted June 29, 2016 Waow! Nice plugin!Thank you Nemyax!No need to have a detailed model, it is possible to have a close enough model of the original.For that use the modifier called "Smooth", apply a negative value.place it before your subdivision modifier.In edit mode, select "non manifold", invert the selection, and create a vertex group.In the "smooth" modifier, choose this vertex group.Play with the negativ value to found the good volum.Here a picture to show the result with "smooth modifier"Thank again Nemyax! 1 Quote
nemyax Posted June 30, 2016 Author Posted June 30, 2016 Update 0.1.20160630 The script now skips hair definitions. I wasn't familiar with that markup until I tried and failed to import the stock wookie. The model loads correctly with this update. Please report any issues you find. Quote
nemyax Posted June 30, 2016 Author Posted June 30, 2016 Update 0.1.20160701 Some parsing improvements; now all the stock characters should import successfully. Funnily, robcat2075 helped fix one of the issues without even knowing it. In Shaggy.mdl the script was stumbling over the "é" in "Robert Holmén". Turns out .mdl files aren't Unicode, so the importer now assumes they are Windows-1252. Quote
Admin Rodney Posted June 30, 2016 Admin Posted June 30, 2016 Funnily, robcat2075 helped fix one of the issues without even knowing it. In Shaggy.mdl the script was stumbling over the "é" in "Robert Holmén". Turns out .mdl files aren't Unicode, so the importer now assumes they are Windows-1252. Robert is a handy guy. Always fixing things without lifting a finger. And... note to self about .mdl files not being unicode. That might be something worth attending to in the next major update of the A:M file formatting. Thanks for the quick updates! Quote
Fuchur Posted July 2, 2016 Posted July 2, 2016 I've put this very handy plugin on the A:M website under "Third Party Software". Thank you very much again . This is a really great addition. See you *Fuchur* Quote
jakerupert Posted July 4, 2016 Posted July 4, 2016 Hi Nemyax, I tried your addon with this mdl of mine. It seemed to have imported something , but I can`t see a mesh. i am not blender fit. maybe some user bug? Any advise? Jake? bat15-040509.mdl Quote
nemyax Posted July 4, 2016 Author Posted July 4, 2016 jakerupert Heads up! http://pix.academ.info/images/img/2016/07/04/8425df1b47ad8752fb59438d10510aa3.jpg Arc-rotate is MMB by default, Ctrl+MMB dollies in and out. Quote
jakerupert Posted July 4, 2016 Posted July 4, 2016 Wow! Very promising! Seems I have to learn some blender. Fantastic addon. Thank you for your work! Here is some more pictures: Quote
jakerupert Posted July 4, 2016 Posted July 4, 2016 and because it looks funny a chara with armatures (Blenderbones)... Quote
nemyax Posted July 4, 2016 Author Posted July 4, 2016 What does that guy look like in A:M? I don't like the lengths of those bones. Quote
jakerupert Posted July 4, 2016 Posted July 4, 2016 Sorry I just took the firstbest old model with bones rather senslessly. Quote
jakerupert Posted July 4, 2016 Posted July 4, 2016 Heres a test with my rigged Santa and the mdl file in case you like to test something.... SantaClausTSM-3-051109.mdl Quote
jakerupert Posted July 4, 2016 Posted July 4, 2016 ...and a hardsurfacemodel with bones VespaDoris081210.mdl Quote
Admin Rodney Posted July 6, 2016 Admin Posted July 6, 2016 I will guess that this is going to be the most straighforward way to get from A:M to Sketchfab. Quote
John Bigboote Posted July 6, 2016 Posted July 6, 2016 I will guess that this is going to be the most straighforward way to get from A:M to Sketchfab. We can already export to sketchfab via the obj file format as I did on these models: https://skfb.ly/Gy79 https://skfb.ly/DUyN What we NEED and this may provide is a way to get ANIMATION to sketchfab... A:M to Blender via the 'future' A:M export to Blender utility from NemYax... Blender to Sketchfab via FBX file format... altho I see Nemyax's plugin will allow bones- but not constraints... so I wonder how he plans to allow for animation... perhaps via baking or using a baked file like BVH or MDD...? Quote
Admin Rodney Posted July 6, 2016 Admin Posted July 6, 2016 Yes, I meant from A:M to Sketchfab with animation. Should the animation pipeline through this plugin eventually support it. Quote
nemyax Posted July 7, 2016 Author Posted July 7, 2016 I wonder how he plans to allow for animation At this time the plan is to support only transformation animation curves. And yes, the transforms will need to be baked. It shouldn't be a problem to duplicate a chor and bake the animation in the copy. Or will it? Blender to Sketchfab via FBX file format Sketchfab accepts .blend files just fine. But for animation, it only supports FBX. Quote
Mechadelphia Posted July 17, 2016 Posted July 17, 2016 Thank you nemyax. This is very well done and very useful. Quote
nemyax Posted August 15, 2016 Author Posted August 15, 2016 Update 0.1.20160815 Fixed the bug that jakerupert's Santa exhibited. I didn't get any tracebacks with either of the models, by the way. Quote
pixelplucker Posted August 15, 2016 Posted August 15, 2016 That should work well for game developers. Quote
jakerupert Posted August 16, 2016 Posted August 16, 2016 ---this is great, thank you. What do you mean by tracebacks? Quote
nemyax Posted August 16, 2016 Author Posted August 16, 2016 jakerupert The details in error popups that begin with "Traceback (most recent call last):". Have you retried it on the models you had problems with? Quote
nemyax Posted April 11, 2017 Author Posted April 11, 2017 Update 0.2.20170410 The add-on now supports two kinds of bone orientation. Bone animation import is also available through a custom format (.xform). I've been meaning to add animation import for a long time, and initially I thought I could rely on A:M's built-in baking feature. But I was frustrated by A:M's baker, because it couldn't record constraint-driven transformations properly. Then I thought I'd write .blend files with baked animations straight out of A:M, but that's just too much trouble: the .blend format is a major pain to write unless you're Blender. So eventually I settled on a simple custom binary format and made an exporter for it. Quote
Admin Rodney Posted April 11, 2017 Admin Posted April 11, 2017 Nice progress. I remain impressed by your ability to build bridges between A:M and Blender. Quote
John Bigboote Posted April 11, 2017 Posted April 11, 2017 Yes- nice work nemyax! I would be all over this if I was not already spread thin in software I am trying to learn, I would be interested to know if A:M animation could successfully export over to SketchFab via A:M>BlenderXporter>Blender export FBX>import and play on SketchFab. Would be COOL! Can someone try? I am working on a A:M animation MDD export> C4D FBX export> SketchFab import route... but the bottleneck now is that Sketchfab does not support PLA (Point Level Animation or what we would call Muscle Mode animation) and that is what the MDD creates... I could export an OBJ sequence into but that seems to convert to PLA as well (not bone driven deformations) Another issue I wonder about- Now that the 'Poobah' is back... are 3rd party software discussions (importer/exporter/converters etc) going to be frowned upon like they once were and the slavish forum bylines dictate...? Quote
Admin Rodney Posted April 11, 2017 Admin Posted April 11, 2017 I would be interested to know if A:M animation could successfully export over to SketchFab via A:M>BlenderXporter>Blender export FBX>import and play on SketchFab. Would be COOL! Can someone try? I'd have to recheck but I believe there is a direct export from Blender to Sketckfab. A fairly recent addition. Quote
nemyax Posted April 11, 2017 Author Posted April 11, 2017 I would be interested to know if A:M animation could successfully export over to SketchFab via A:M>BlenderXporter>Blender export FBX>import and play on SketchFab. Barring bugs in the .xform exporter, I can't see why not! Quote
John Bigboote Posted April 11, 2017 Posted April 11, 2017 I see the Blender installer download is only 85mb(windows 64 bit) How big does the program become on your HD once installed? (I have C:drive issues...) Quote
Admin Rodney Posted April 11, 2017 Admin Posted April 11, 2017 Another issue I wonder about- Now that the 'Poobah' is back... are 3rd party software discussions (importer/exporter/converters etc) going to be frowned upon like they once were and the slavish forum bylines dictate...? I tend to sigh deeply whenever a question like this is asked. People should know better but they don't. Martin can speak for himself... has never shied away from that.... but intelligent discussions have always been welcome. For proof of that we need only look at the discussions that are recorded here in the forum. It is the condescending attitudes, misinformation, personal attacks and disrespect that tend to torpedo those discussions. Inevitably someone sees an opportunity to air a personal grievance, demand new features or press an agenda. The secret to posting any topic (unless you're Martin who can post anything he wants) is to consider how A:M and A:M Users can benefit from the discussion. (Matt: I sent you a PM as I don't want to stray further off topic here) Quote
nemyax Posted April 11, 2017 Author Posted April 11, 2017 How big does the program become on your HD once installed? (I have C:drive issues...) 400MB should be enough. Quote
John Bigboote Posted April 11, 2017 Posted April 11, 2017 Thanks for addressing that rather eloquently, Sarge. I generally just refrain- 'times were' we could'nt even mention other packages... but today A:M has newfound relevance as 'part of the team' of 3D packages and renderers available, and converters-exporters-importers and discussing workflows and discoveries is vital. Quote
nemyax Posted April 11, 2017 Author Posted April 11, 2017 I'd have to recheck but I believe there is a direct export from Blender to Sketckfab. You probably mean direct .blend import into Sketchfab. That's only for static geometry, unfortunately. Quote
John Bigboote Posted April 11, 2017 Posted April 11, 2017 and we are ANIMATORS, by gumm! SO- nemyax's new updated plug-in (as seen in post #32 of this thread)- would do animations from A:M to Blender to SketchFab? Quote
Admin Rodney Posted April 11, 2017 Admin Posted April 11, 2017 I'm cross posting with Matt so please see/answer his question above. @Nemyax: I'd have to recheck but I believe there is a direct export from Blender to Sketckfab. You probably mean direct .blend import into Sketchfab. That's only for static geometry, unfortunately. I don't know enough about it to comment much. However, some basic animation is supported by Sketchfab although I can't speak to the current import/export processes's success. Here's a relevant page: xhttps://help.sketchfab.com/hc/en-us/articles/206223646-Blender-Animation Support for animation itself even from FBX is relatively new in Sketchfab so I'm sure many improvements will be made. Quote
nemyax Posted April 11, 2017 Author Posted April 11, 2017 SO- nemyax's new updated plug-in (as seen in post #32 of this thread)- would do animations from A:M to Blender to SketchFab? Yes, it should. However, some basic animation is supported by Sketchfab although I can't speak to the current import/export processes's success. Here's a relevant page: xhttps://help.sketchfab.com/hc/en-us/articles/206223646-Blender-Animation Thanks for this info. The feature set described on that page is more than enough. It looks like you can safely skip FBX if you take the A:M→.xform→Blender route. Quote
John Bigboote Posted April 11, 2017 Posted April 11, 2017 Okay nemyax- I am going thru this thread with a closer eye... in the 1st post you explain how to use it... importing models seems straightforward- but importing animations... do you import an A:M action file, choreography, pose? How do you get A:M actions to the .xform file format? Quote
nemyax Posted April 11, 2017 Author Posted April 11, 2017 John Bigboote Use this A:M plug: https://www.hash.com/forums/index.php?showtopic=48168 Quote
nemyax Posted January 27, 2022 Author Posted January 27, 2022 I have updated the script for Blender 3 and edited the first post accordingly. 1 1 Quote
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