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Re: new blender mdl7 exporter beta [Re: maybenew] #212955
06/25/08 05:17
06/25/08 05:17
Joined: Jun 2008
Posts: 13
R
Rondragor Offline
Newbie
Rondragor  Offline
Newbie
R

Joined: Jun 2008
Posts: 13
Do you have a new link? "Page cannot be found"

Re: new blender mdl7 exporter beta [Re: Rondragor] #212959
06/25/08 05:24
06/25/08 05:24
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:
is there a way to export all frames of a blender-file into a MDL file without typing in the frames manually?
no, but it would be easy to hack in such functionality.

...and in future versions i will maybe completely remove the need for manually defined animation sequences and make this based on blender actions.

Quote:
Do you have a new link? "Page cannot be found"

export_3dgs_mdl7.py

...
by the way, if you are a blender user then you also might find this interesting: http://www.coniserver.net/ubb7/ubbthreads.php?ubb=showflat&Number=208440&page=1

Re: new blender mdl7 exporter beta [Re: ventilator] #223747
08/26/08 11:02
08/26/08 11:02
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Thanks Ventilator for having created this plugin.
It's a great thing for the community.

I have a question :
in your video tutorial you say export vertex animations also ? i exported only bones , and the animation is OK in MED.

I encountered a problem (i use Blender 2.47) :
Well i don't know why but in the window all buttons are at bottom , and when i choose more than one animation to add
the export button is no more visible ?

I have a little suggestion :
entering animation frames is very tedious.
why not just asking a frame start and the frame stop ?
It would be really helpfull.


With your plugins (animated/static models, levels and lightmaps) , Blender (extremely powerfull and free) should be the official tool , and why not having a section to it in the forums ?


Last edited by ratchet; 08/26/08 11:13.
Re: new blender mdl7 exporter beta [Re: ratchet] #223752
08/26/08 12:29
08/26/08 12:29
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Yes implementing via action keys, or frame range would be much more helpfull...I'm just really lazy.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: new blender mdl7 exporter beta [Re: Nowherebrain] #223755
08/26/08 13:11
08/26/08 13:11
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
you can scroll the gui of the exporter by dragging it with the middle mouse button. or doesn't this work anymore with 2.47?

i agree that entering animation frames manually is tedious. when i wrote the exporter i wasn't really an expert with blender and did some things in the same way as i did with my old maya exporter. probably it would be better to get the animations from the blender actions automatically. i will try to do it this way once i find some time to overhaul the exporter. i also plan to support bone weights.

Quote:
in your video tutorial you say export vertex animations also ? i exported only bones , and the animation is OK in MED.
you can export both like you want. they don't depend on each other. i exported both at the same time just for the example.

Re: new blender mdl7 exporter beta [Re: ventilator] #223765
08/26/08 14:36
08/26/08 14:36
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
In fact perhaps i should re install pilot mouse !
caus i can scroll others things, why nor in Blender ?
Strange !

For animations export , entering a frame start and a frame stop could do the job already.(Caus i create only one action and make all animations in it).
It will be lot less work to you to modify in that way.

For bones weights , i have commercial version of A7
so only one bone per vertex is supported !!
So your script is perfect (it chooses the closest bone influence).
But ,if you make bones weights, you could keep a button to choose:
- "closest bone per vertex" or
- "multiple bones per vertex"
that way , commercial version owners and pro others
will be each happy smile




Last edited by ratchet; 08/26/08 14:37.
Re: new blender mdl7 exporter beta [Re: ratchet] #284107
08/11/09 18:48
08/11/09 18:48
Joined: Oct 2008
Posts: 112
N
Ness Offline
Member
Ness  Offline
Member
N

Joined: Oct 2008
Posts: 112
Does this Plugin Supports the newest Blender?
I get a very bad error!

Re: new blender mdl7 exporter beta [Re: Ness] #286170
08/23/09 16:37
08/23/09 16:37
Joined: May 2008
Posts: 257
D
djfeeler Offline
Member
djfeeler  Offline
Member
D

Joined: May 2008
Posts: 257
hello,

I tried your script with blender 2.49a and I have an error code has the line 529 syntax error.

Thanks in advance for your help.

Re: new blender mdl7 exporter beta [Re: djfeeler] #286173
08/23/09 17:13
08/23/09 17:13
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I can only assure you that it works with blender 2.48a, which is the release coming with the Yo Frankie! project.

Re: new blender mdl7 exporter beta [Re: ventilator] #295050
10/22/09 18:33
10/22/09 18:33
Joined: Aug 2008
Posts: 408
mi usa
sadsack Offline
Senior Member
sadsack  Offline
Senior Member

Joined: Aug 2008
Posts: 408
mi usa
Is there a plugin to export WED


I have A7 Commercial .............. Now I just need to learn how to use it

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