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blender exporter #312924
02/26/10 23:16
02/26/10 23:16
Joined: Feb 2010
Posts: 21
Tennessee
S
Scorcher21 Offline OP
Newbie
Scorcher21  Offline OP
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Joined: Feb 2010
Posts: 21
Tennessee
hey does anyone have a copy to ventilators export_gs_mdl7.py?

this link is dead for me
http://user.schule.at/go/export_gs_mdl7.py

I found the written script and tried to paste into a new python but I did something wrong (i dont know python at all.... yet) here let me paste that see if maybe someone can tell me what I did wrong. Ill just paste the header since more than likely the problem is there somewhere. didnt know what to delete or add so just left it all seemed to mostly be commented out.

Python 2.6.4 (r264:75708, Oct 26 2009, 08:23:19) [MSC v.1500 32 bit (Intel)] on win32
Type "copyright", "credits" or "license()" for more information.

****************************************************************
Personal firewall software may warn about the connection IDLE
makes to its subprocess using this computer's internal loopback
interface. This connection is not visible on any external
interface and no data is sent to or received from the Internet.
****************************************************************

IDLE 2.6.4
>>> #!BPY
"""
Name: 'GameStudio mdl7 (.mdl)...'
Blender: 249
Group: 'Export'
Tooltip: 'export selected meshes to gamestudio mdl7 format'
"""

__author__ = "thomas oppl"
__version__ = "9.06"
__bpydoc__ = """\

description:

this script exports all selected meshes to 3dgamestudio's mdl7 format
(3dgamestudio version 6.4 and newer!).

usage:

1. open a script window besides a 3d window (a 3d viewport has to stay
visible during export otherwise animations won't get exported!) and start
the script: scripts -> export -> 3dgamestudio mdl7 (.mdl)...

2. select the mesh objects to be exported.

3. set the scale (in blender units usually get used more like meters and in
3dgamestudio more like inches).

4. select [external textures] or [internal textures] depending on if the
textures should be stored internally or externally (for now only textures
assigned to faces per uv/image editor will be exported, internally stored
textures will only get mipmaps if their width and height are powers of
two).

5. select [world space] or [object space] coordinate export (object space
probably doesn't make much sense if exporting multiple meshes).

6. press [export animation] if animation should get exported.

- animation sequences get defined by an animation sequence name and
a list of frame numbers separated by spaces. with [v] enabled the
sequence will get exported as vertex animation. with [b] enabled
the sequence will get exported as bone animation. with the middle
mouse button the gui can be dragged up and down if the list gets too
long.

notes for exporting bone animations:

- the mdl7 format currently doesn't support weighted skinning
so every vertex should only have 1 bone influence. if there
is more than one influence the exporter will take the
strongest one or a random one if all influences have the
same weight.

- bones whose name begin with "ik" (not case sensitive) won't
get exported.

- only the armature of the active mesh object (=last selected
will get exported.

- the armature must have the same origin and transformation as
the mesh object it is parented to!

- press [add] or [remove] to add or remove animation sequences

7. press [export].

8. set the path and filename and press [export mdl7] to start the export.

9. wait until the "export done!" pop-up appears.

10. with the [save options] and [load options] buttons the export settings
for the current blend file can be saved and loaded.

other notes:

- names shouldn't be longer than 20 characters for bones, 16 characters for
texture file names (without extension), 16 characters for mesh objects.

- exporting internal textures can be slow because of mipmap generation.

- the exporter can also output a xml version of the mdl7 format if the line
model.save(filename[:-4] + ".xml") gets uncommented. this functionality
was originally added for debugging purposes but maybe the xml format can
be helful for someone.
"""

#------------------------------------------------------------
# blender mdl7 exporter (c) 2006 thomas oppl toppl@fh-sbg.ac.at
#------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
#------------------------------------------------------------

import Blender
from Blender import Draw, BGL, Mesh, Window, Object, Armature, Types
from Blender.Mathutils import *
import os, struct, cPickle

##try:
## import psyco
## psyco.full()
## print "using psyco"
##except ImportError:
## pass

####################################################################################################
#################################################################################################### c_mdl7
####################################################################################################


hehe my first animation several years ago


[IMG]http://i6.photobucket.com/albums/y215/Scorcher21/sigs/bluesigPVT.gif[/IMG]
Re: blender exporter [Re: Scorcher21] #312926
02/26/10 23:23
02/26/10 23:23
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany

Last edited by Pappenheimer; 02/26/10 23:27.
Re: blender exporter [Re: Pappenheimer] #312927
02/26/10 23:34
02/26/10 23:34
Joined: Feb 2010
Posts: 21
Tennessee
S
Scorcher21 Offline OP
Newbie
Scorcher21  Offline OP
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S

Joined: Feb 2010
Posts: 21
Tennessee
the 3dgs_mdl one is the old one,

and I have the other link, that's what I pasted into python.

The one at the bottom of ventilators sig (machimist is the old one.)

did I screw up the pasting at all?


hehe my first animation several years ago


[IMG]http://i6.photobucket.com/albums/y215/Scorcher21/sigs/bluesigPVT.gif[/IMG]
Re: blender exporter [Re: Scorcher21] #312928
02/26/10 23:59
02/26/10 23:59
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Errm, I edited my post, just in case you missed that! laugh

Re: blender exporter [Re: Pappenheimer] #312931
02/27/10 00:06
02/27/10 00:06
Joined: Feb 2010
Posts: 21
Tennessee
S
Scorcher21 Offline OP
Newbie
Scorcher21  Offline OP
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S

Joined: Feb 2010
Posts: 21
Tennessee
I sure did lol thnx


hehe my first animation several years ago


[IMG]http://i6.photobucket.com/albums/y215/Scorcher21/sigs/bluesigPVT.gif[/IMG]
Re: blender exporter [Re: Scorcher21] #312935
02/27/10 00:12
02/27/10 00:12
Joined: Feb 2010
Posts: 21
Tennessee
S
Scorcher21 Offline OP
Newbie
Scorcher21  Offline OP
Newbie
S

Joined: Feb 2010
Posts: 21
Tennessee
both those links bring me to what I pasted into python already.


hehe my first animation several years ago


[IMG]http://i6.photobucket.com/albums/y215/Scorcher21/sigs/bluesigPVT.gif[/IMG]
Re: blender exporter [Re: Scorcher21] #312936
02/27/10 00:16
02/27/10 00:16
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
There is no need to paste anything into anything.
Just copy the second script in this folder:

... \Blender\.blender\scripts

Re: blender exporter [Re: Pappenheimer] #312938
02/27/10 00:26
02/27/10 00:26
Joined: Feb 2010
Posts: 21
Tennessee
S
Scorcher21 Offline OP
Newbie
Scorcher21  Offline OP
Newbie
S

Joined: Feb 2010
Posts: 21
Tennessee
Okay, i got it. thank you. laugh


hehe my first animation several years ago


[IMG]http://i6.photobucket.com/albums/y215/Scorcher21/sigs/bluesigPVT.gif[/IMG]
Re: blender exporter [Re: Scorcher21] #312939
02/27/10 00:42
02/27/10 00:42
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Don't know whether you are aware of these export files:

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=304198&page=1

I'm not sure whether the links in the first post lead to the last version.

Do you have much experience with blender?

Re: blender exporter [Re: Pappenheimer] #312943
02/27/10 01:20
02/27/10 01:20
Joined: Feb 2010
Posts: 21
Tennessee
S
Scorcher21 Offline OP
Newbie
Scorcher21  Offline OP
Newbie
S

Joined: Feb 2010
Posts: 21
Tennessee
just starting, really. Found this(A7) and got interested then re-got into blender. Started playing with it awhile ago but I couldn't get used to the interface. But either their interface is a lot better or I've gotten smarter. Still have a lot to learn, but my project I expect to take me several months if not longer so I'm pacing myself and trying to learn as I go.

oh yeah, to answer your first question, yeah that was my main problem those links are dead.

Last edited by Scorcher21; 02/27/10 01:23. Reason: actually answer question lol

hehe my first animation several years ago


[IMG]http://i6.photobucket.com/albums/y215/Scorcher21/sigs/bluesigPVT.gif[/IMG]
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