This looks to be extremely promising. I thank you for all your hard work and effort!
Blender ImportExport Script
Started by
Site Bot
, Dec 06 2009 10:30 PM
167 replies to this topic
#11
Posted 14 December 2009 - 04:47 AM
#12
Posted 15 December 2009 - 10:46 PM
Maybe this is too far-fetched, but do you see a future possibility of editing the core game skeletons?
#13
Posted 15 December 2009 - 11:09 PM
@ Darthmael and dimon99:
Skeleton reading is not planned for 0.1x version.
In 0.2 I will probably include a skeleton & hierarchy loading from MMH, but no export.
At this time, I trying to polishing mesh handling and correct some bugs ( @ mutantspicy, if you can be more explicit : See in console the line the script fails or which file you trying to import )
And also working on NatureBodies 1.00
24 hours in a day and so much work...
Skeleton reading is not planned for 0.1x version.
In 0.2 I will probably include a skeleton & hierarchy loading from MMH, but no export.
At this time, I trying to polishing mesh handling and correct some bugs ( @ mutantspicy, if you can be more explicit : See in console the line the script fails or which file you trying to import )
And also working on NatureBodies 1.00
24 hours in a day and so much work...
#14
Posted 16 December 2009 - 08:12 PM
To mutantspicy:
I think your problem come because your mesh is loaded on layer 1 and the current view is on layer 2
Check the bar under the 3D view, locate a little "chocolate tablet" of 20 buttons and click on the upper left to see the 1st layer.
Yo're new on Blender, aren't you ? If you wanna have some help, I made a group on Bioware dedicated to use Blender for creating models for Dragonage : "Blender Forge".
I think your problem come because your mesh is loaded on layer 1 and the current view is on layer 2
Check the bar under the 3D view, locate a little "chocolate tablet" of 20 buttons and click on the upper left to see the 1st layer.
Yo're new on Blender, aren't you ? If you wanna have some help, I made a group on Bioware dedicated to use Blender for creating models for Dragonage : "Blender Forge".
#15
Posted 17 December 2009 - 01:12 AM
Thanks. Now I feel like an idiot. It was indeed the layers.
The mesh files are opening now. I did have a couple that errored out so the next time that I happens I be sure to send you a copy of the console.
The mesh files are opening now. I did have a couple that errored out so the next time that I happens I be sure to send you a copy of the console.
#16
Posted 18 December 2009 - 09:51 PM
Great scripting ! It worked perfectly for the few models I tried editing (clothing and hair).
Would you happen to know in which file is stored the texture path, and if it can easily be modified ? Many models share the same textures (especially for hair), so replacing the .dds file is out of the question.
Would you happen to know in which file is stored the texture path, and if it can easily be modified ? Many models share the same textures (especially for hair), so replacing the .dds file is out of the question.
#17
Posted 20 December 2009 - 07:37 PM
to kzelsama:
textures are stored on two levels:
-in the MMH files ( link to material definition for mesh chunk )
-in the MAO files ( material definition, with textures names )
If you want to add a new hair with other unchanged, you have to copy-mod a mmh, phy, mao and msh file.
textures are stored on two levels:
-in the MMH files ( link to material definition for mesh chunk )
-in the MAO files ( material definition, with textures names )
If you want to add a new hair with other unchanged, you have to copy-mod a mmh, phy, mao and msh file.
#18
Posted 21 December 2009 - 12:54 PM
hi NewByPower,
i ran into a problem while trying to import an upper torso (hf_arm_nud_0.msh) mesh after editing it a little, back into the game.
For some reason it now appears as a static, non-animated object, just floating in the air:
http://img189.images.../581/testsn.jpg
any help with it?
p.s.
Ive exported the mesh to obj, edited that obj with external 3D app, then used your script to open original msh file and replace it with my edited obj file within Blender. What am i missing?
i ran into a problem while trying to import an upper torso (hf_arm_nud_0.msh) mesh after editing it a little, back into the game.
For some reason it now appears as a static, non-animated object, just floating in the air:
http://img189.images.../581/testsn.jpg
any help with it?
p.s.
Ive exported the mesh to obj, edited that obj with external 3D app, then used your script to open original msh file and replace it with my edited obj file within Blender. What am i missing?
#19
Posted 21 December 2009 - 07:09 PM
@NewByPower : I figured that out eventually. I tried opening the .MAO in the toolset and got an error, then 3 hours later I tried notepad because the file was so small... and it worked, texture paths are there 
@J1nx : I guess somewhere during your process the bone weights were lost. Without those the game engine cannot play animations. NewByPower's script imports them fine in Blender, but I'm not sure .obj files contain them by default. Did you try the "Animation" option ?
@J1nx : I guess somewhere during your process the bone weights were lost. Without those the game engine cannot play animations. NewByPower's script imports them fine in Blender, but I'm not sure .obj files contain them by default. Did you try the "Animation" option ?
#20
Posted 22 December 2009 - 09:46 AM
@ J1nX
You can use obj export as mean way, but I recommend to rebuild rigging in Blender before exporting. As far as I know, OBJ doesn't have rigging data.
Try to select the original mesh and the new to get them one over the other, take care the new mesh hasn't any vertex groups, and use the script ( in the Script window ) Mesh>BoneWeightCopy, with a quality of 2 or 3.
Now, the mesh will have bone weigths, and you will probably need to fix some deformations using the Weight Painting tool in Blender.
Or try to use an export format keeping the bone weigths.
@ kzelsama : I forget to tell you that mao were xml files... Shame on me, and thanks for your help
You can use obj export as mean way, but I recommend to rebuild rigging in Blender before exporting. As far as I know, OBJ doesn't have rigging data.
Try to select the original mesh and the new to get them one over the other, take care the new mesh hasn't any vertex groups, and use the script ( in the Script window ) Mesh>BoneWeightCopy, with a quality of 2 or 3.
Now, the mesh will have bone weigths, and you will probably need to fix some deformations using the Weight Painting tool in Blender.
Or try to use an export format keeping the bone weigths.
@ kzelsama : I forget to tell you that mao were xml files... Shame on me, and thanks for your help



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