#1401
Posted 29 March 2015 - 09:07 AM
#1405
Posted 09 April 2015 - 02:42 PM
I get CTD's without errors in Blender the moment I launch the script...
Script is generated correctly as far as I can tell, everything is green...
Edited by SpOoKy777, 09 April 2015 - 02:43 PM.
#1406
Posted 10 April 2015 - 08:04 AM
SpOoKy777, on 09 April 2015 - 02:42 PM, said:
I get CTD's without errors in Blender the moment I launch the script...
Script is generated correctly as far as I can tell, everything is green...
2.73 has a bug where it will crash on import. I haven't tried 2.74 yet, but you will probably need to downgrade to 2.72 in order to get the models imported.
I really need to submit a bug report to blender.
#1407
Posted 10 April 2015 - 09:10 AM
I was able to get the Urban and Zeus mechs from the import.
#1410
Posted 10 April 2015 - 12:22 PM
Quote
Quote
I was able to get the Urban and Zeus mechs from the import.
Thx guys, I'll try 2.74...
#1413
Posted 11 April 2015 - 03:21 AM
NautilusCommand, on 11 April 2015 - 12:27 AM, said:
I use Blender to pull the model and export it into a fbx file.
Then I import the model into the 3ds Max and render my pix in Max.
Here is one of many I have done in Max.
#1414
Posted 11 April 2015 - 06:56 AM
baabaa214, on 11 April 2015 - 03:21 AM, said:
I use Blender to pull the model and export it into a fbx file.
Then I import the model into the 3ds Max and render my pix in Max.
Naw, I was asking spooky if he used blender/3ds max to draw over (or to move things around for reference.) unless baabaa you're saying you're Spooky
#1415
Posted 12 April 2015 - 03:10 AM
#1416
Posted 12 April 2015 - 05:30 AM
parman01, on 12 April 2015 - 03:10 AM, said:
Yup, watch the tutorial videos; specifically the 2nd one (and supplement). Goes over how to use the mech importer script to get the components into Blender.
#1417
Posted 12 April 2015 - 10:34 PM
and when I import into Blender I get the error that timberwolf_variant not defined. If anyone happens to know where I might be stuck I would appreciate it. Thanks.
#1418
Posted 13 April 2015 - 04:59 AM
ShadowLiger, on 12 April 2015 - 10:34 PM, said:
and when I import into Blender I get the error that timberwolf_variant not defined. If anyone happens to know where I might be stuck I would appreciate it. Thanks.
2 things:
1) Run mech importer with the leading ".\" since it doesn't appear to be in the path. so: .\mech-importer.ps1
2) Be sure to modify the script so the variable points to your particular setup. Read the comments at the top of the script for more details. I think it's $basedir.
#1419
Posted 13 April 2015 - 04:59 PM
Finally got that after some trial and error, but the import.txt python script failed when moving it into blender. Currently my settings are as follows:
$basedir = "C:\Users\Aincrad\Desktop\MWO\04_10_2015" # this is where you extracted all the *.pak files from the game. \objects, \textures etc
# will be under this dir
$imageformat = ".dds" # Default image file format. If you want to use .pngs, change this
# convert the path so it can be used by Blender
$basedir = $basedir.replace("\","\\")
# Set the weapons variable to assign variant materials. Hero, invasion, blanks and Phoenix parts are variants.
$weapons = "hero","missile","narc","uac","ac2","ac5","ac10","ac20","gauss","ppc","flamer","_mg_","lbx","laser","ams","phoenix","blank","invasion"
By the way thank you for your help and inspiration, Its really nice to have something else to 3d print other than RC aircraft parts.
Edited by ShadowLiger, 13 April 2015 - 05:00 PM.
#1420
Posted 14 April 2015 - 05:28 AM
I am having a issue with Netfabb Basic creating flipped faces and random geomitry that is all but destorying a few models. I was told that the issue I am having could be a bad install or it failed to uninstall everything from a prior installation. Any truth to this, or some suggestions?
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users