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Re: new blender mdl7 exporter beta [Re: Abrahim] #65786
11/23/06 00:43
11/23/06 00:43
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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blender supports multiple bones per vertex and a6 still only one bone per vertex. so it could be a problem with that!

my exporter always takes the strongest bone influence and usually this works ok but try to make sure that the problematic vertices at the hands only use one bone.

also disable envelopes in the armature tab since they could have some influence in blender too and my exporter doesn't care about them.

Re: new blender mdl7 exporter beta [Re: ventilator] #205281
05/05/08 15:51
05/05/08 15:51
Joined: Jul 2005
Posts: 366
eleroux Offline
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eleroux  Offline
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After very little struggle, and following this thread carefully, got the exporter to work right away! Very nicely done. And saving export settings per-blender file is a lifesaving!

Is the exporter up to date? Some people recommend using FBX but I think it's a bit harder. Thank you for this nice tool.

Re: new blender mdl7 exporter beta [Re: eleroux] #205282
05/05/08 15:56
05/05/08 15:56
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
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Quad  Online
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
errm, since the last post of the topic is 1.5 years old, i dont think it is up to date.


3333333333
Re: new blender mdl7 exporter beta [Re: Quad] #205288
05/05/08 16:35
05/05/08 16:35
Joined: May 2002
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ventilator Offline OP
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ventilator  Offline OP
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 Quote:
Some people recommend using FBX but I think it's a bit harder.
in in my experience directly going to the format you need usually is the least hassle (especially with animation). \:\)

the exporter isn't really outdated but the mdl7 format features some new things like bone weights and soon a second uv-set which could be supported in the future.

Re: new blender mdl7 exporter beta [Re: ventilator] #205711
05/08/08 05:49
05/08/08 05:49
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eleroux Offline
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It would be great to have it updated but i don't think it's a rush. I think the bone weights are only for the PRO version of the engine, right? Not that it isn't worth supported by the exporter, of course, but not necessarily a popular request...

Side by side, I'd say the FBX exporter is more 'sophisticated'. It allows to export whole scenes into WED as well as models into MED. But it is a little less documented on the 3dgs side, since is a generic-purpose. It doesn't have the useful 'Save Settings' feature, among other things. And it's a bit harder to have models correctly oriented. A tute about FBX and 3dgs could be a great idea, if anyone feels like making one.

By the way, a small annoyance is that orientation in 3dgs is non standard. It would be enough that most applications have their own coordinates, but... despite any conversion, 3dgs models have always faced to the side! That makes things harder when importing and transforming models.. unless you are used to use the side view as front view in blender and other apps... or you start coding from scratch in Lite-C in a different way (better of course) that with the orientation used in all the old templates. Or it's me who is outdated?




Last edited by eleroux; 05/08/08 05:52.
Re: new blender mdl7 exporter beta [Re: eleroux] #205726
05/08/08 09:05
05/08/08 09:05
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
just think of it this way: in GS, x-axis is forward, y-axis is to the side, z-axis is vertical. use that in blender, and it should work fine \:\)

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: new blender mdl7 exporter beta [Re: JibbSmart] #205791
05/08/08 20:56
05/08/08 20:56
Joined: Jul 2005
Posts: 366
eleroux Offline
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eleroux  Offline
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Posts: 366

well... it's a little twisted since all good blender tools for symmetry rely in X-axis mirrors, specially when creating armatures. Not sure if I want to see FRONT written in the view where my character shows me his left...

I guess it wouldnt be a real problem to code everything in GS with X axis pointing to the side.. if I don't use any of the templates? Or do as I have been doing, just globally transforming the character.

Re: new blender mdl7 exporter beta [Re: eleroux] #205822
05/08/08 23:36
05/08/08 23:36
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
it shouldn't be a big problem to just rotate your models before export?

...
i just noticed a bug which seems to happen because of a new python version. if you get some warning about something being deprecated you have to replace all 65536 with 65535 in the script. otherwise you could get some wrong bone animations.

Re: new blender mdl7 exporter beta [Re: ventilator] #205827
05/09/08 00:13
05/09/08 00:13
Joined: Jul 2005
Posts: 366
eleroux Offline
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eleroux  Offline
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Joined: Jul 2005
Posts: 366
The MED Transform Model Global tool just does the trick by rotating the character so it faces Right. In Blender, I prefer to keep things right (i mean.. FRONT..)

Re: new blender mdl7 exporter beta [Re: eleroux] #208758
05/29/08 11:54
05/29/08 11:54
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline
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maybenew  Offline
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M

Joined: Feb 2006
Posts: 324
Germany
hi, great exporter!
is there a way to export all frames of a blender-file into a MDL file without typing in the frames manually?

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