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How To: Create Your Own Art Using Pgi's Mechs

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#2181 mad kat

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Posted 17 June 2018 - 10:58 PM

View PostTheSkiDog, on 20 April 2018 - 05:35 PM, said:

It's a simple compositor effect in blender... will be included in the blend file.


Thanks i had to adjust mine slightly as i wasn't using layers but your node set (with a little tweaking) gave me these: TIA.
Posted Image
Posted Image

#2182 TheSkiDog

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Posted 22 June 2018 - 05:28 PM

Sweet!


#2183 TheSkiDog

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Posted 22 June 2018 - 05:39 PM

By the way, here are sthe updated node setups for blender.
A strapped down version
https://1drv.ms/u/s!...SF4LTElp4XFYIVx
And with the MadDog example.
https://1drv.ms/u/s!...SLG-Ao6xX6dtDt-

Much is updated and streamlined. I also fixed some problems with dds file incompatibilities.
Also fixed some issues with using camo files with metallic effects built in.
Next update will be converting everything over to the pricipled shader. I would have done it with this update, but using it seems to negate my color splitting setup for camo colors, so when I get some answers from the blender geniouses about that.....

Anyway,
Enjoy!

#2184 Jacob Soloman

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Posted 23 July 2018 - 09:21 AM

Hi Heffay,

Hope your new job is going well. I don't suppose you've had time to look at some of errors with certain mechs and your converter/importer scripts?

I've managed to rekindle my motivation for 3D printing these bad boys again but I'm finding that the Quickdraw and Javelin (there were a few more but I can't remember them off the top of my head) aren't loading correctly in Blender. Whole chunks of the mech are missing.

There's another 25 i've yet to go though so I could keep you updated on the issues if you like?


Cheers

Matt

#2185 Heffay

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Posted 24 July 2018 - 04:39 AM

I just finished a side project I was working on that took up a lot of my free time. I'll take a quick run through my tools to get them cleaned up this weekend. Please subscribe, share, like, etc as it really does help get word out. Thanks, and enjoy!



#2186 Flashbulb

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Posted 14 August 2018 - 01:32 PM

Hey Heffay,

I've been really enjoying playing around with the converter and importer that you made. Just about every mech comes out beautifully but I've had some issues with the Atlas, Wolverine, and Timberwolf specifically. Whenever I try to convert them with Powershell or import them into Blender I get the following errors:

https://drive.google...Ag_adTYeKGsEZCq

https://drive.google...oVL1JGORyvDxw5x

Is there some way I can fix this?

Edited by Flashbulb, 23 August 2018 - 09:06 PM.


#2187 Admiral Brad

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Posted 01 September 2018 - 09:25 PM

View PostFlashbulb, on 14 August 2018 - 01:32 PM, said:

Hey Heffay,

I've been really enjoying playing around with the converter and importer that you made. Just about every mech comes out beautifully but I've had some issues with the Atlas, Wolverine, and Timberwolf specifically. Whenever I try to convert them with Powershell or import them into Blender I get the following errors:

https://drive.google...Ag_adTYeKGsEZCq

https://drive.google...oVL1JGORyvDxw5x

Is there some way I can fix this?


I'm getting this too. It seems to be working fine for the other dozen or so mech's I've converted so far.

#2188 cmdr_scotty

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Posted 03 September 2018 - 06:42 PM

(I apologize if this is the wrong thread)

i'm trying to convert the catapult files to bring into blender, but i'm getting an error of System.OutOfMemoryException when it tries to convert catapult_scale.cgf

everything else converts just fine but it doesn't seem to load into blender correctly.

I'm having it convert as default into .dae format (obj doesn't seem to make a difference)

anyone know of a way to get around the issue? it has import errors when i try to load the mech in without the file being converted. Not 100% if that is due the catapult_scale.cgf file erroring out during conversion or of it's something else

#2189 Oop_Ack

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Posted 04 September 2018 - 06:04 AM

View Postcmdr_scotty, on 03 September 2018 - 06:42 PM, said:

(I apologize if this is the wrong thread)

i'm trying to convert the catapult files to bring into blender, but i'm getting an error of System.OutOfMemoryException when it tries to convert catapult_scale.cgf

everything else converts just fine but it doesn't seem to load into blender correctly.

I'm having it convert as default into .dae format (obj doesn't seem to make a difference)

anyone know of a way to get around the issue? it has import errors when i try to load the mech in without the file being converted. Not 100% if that is due the catapult_scale.cgf file erroring out during conversion or of it's something else


This is bug with the importer.
We are hoping Heffay to return and address the importer bug.

:(

#2190 cmdr_scotty

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Posted 04 September 2018 - 07:26 AM

View PostOop_Ack, on 04 September 2018 - 06:04 AM, said:


This is bug with the importer.
We are hoping Heffay to return and address the importer bug.

:(


Well darn.

At the very least I found I could import the individual files, unfortunately it doesn't auto attach to the skeleton so I'll have to figure out how to do that manually in blender

#2191 Jacob Soloman

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Posted 04 September 2018 - 09:44 AM

I dunno if it would be easier to manually move and rotate mech parts. You should be able to move/rotate in bulk by selecting multiple parts at a time.

#2192 John Stoner

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Posted 14 September 2018 - 12:44 PM

Heffay good job on the converter.
But i have problem on the Enforcer.
The model works, but only on the guns i have some issues.
Some weapons converts without problems and on other he shows me following bug:
https://imgur.com/TLh33mR

The strange thing is if i load the model into blender, it load everything. But blender doesn't shows the weapons. Unintresting if those are the bugged or non-bugged guns.
https://imgur.com/Zygm0SC

Any idea how to solve that problem?

#2193 TheSkiDog

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Posted 21 September 2018 - 07:19 PM

Posted ImageOne I did for one of my MechSpecs guys.

#2194 TheMundaneYesYes

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Posted 30 September 2018 - 11:52 PM

Since people are showing some of their art work and the like I might as well show what I have done with the information from this thread. Posted Image

As I found out with the models and shape ways is that there is a problem with voids when it comes to 3d printing. The Victors torso is half empty space even with making sure all sections over lap, the fellows on shapeways were helpful with some of it (The Uziel which was almost had a void through the entire torso ) but sadly I never got a answer on which programs were used outside of meshlab.

This is a example of the kind of void I am talking about https://www.shapeway...fbe593fbf985461 on structural integrity and then choose the clip option in the upper right of the 3d model then take a look at the torso, you will see a squarish section in the lower section of it. Nearly every mech has voids like that but some worse then others and I only find success about a third of the time when I just remove faces and vertices in blender. I have no idea how to remove the voids in the model.

If the question is answered somewhere in this thread forgive me but it is a bit time consuming to read through 110 pages.

Edited by Number767, 30 September 2018 - 11:52 PM.


#2195 Jacob Soloman

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Posted 05 October 2018 - 11:33 AM

Number767 - I regularly print 3D models from MWO and I know the type of frustrations you're talking about all too well. I've recently had a lot of issues with the Maraduar. Even though it looks like it should be fine, the torso gun is always missing the weapon housing.

I nearly always get around the problem by adding simple shapes, in Blender, to fill any holes or potential holes I find. It takes time, perserverence, and a lot of investigation into which part of the model may be causing the problems; it's usually down to a gap a few pixels wide or the way a part seems to have been made.

Unfortunately I don't think there is an easy answer or fix to the problem. I happen to think it could be the way the files are designed for computer games as opposed to 3D printing.

One trick I find occasionally works is to scale up a part by a few fractions of a %. 0.5% is usually enough to fix some problems. But otherwise, I resort to good ol' fashioned fudging!

Hope that helps you.

#2196 TheFoxyShortBus

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Posted 06 November 2018 - 06:05 PM

Hey, I know I'm kind of reviving a dead thread. But this tool would be super sweet in my future endeavors, and I ran into the issue with the atlas. I know @Heffay said he would be cleaning up his tools a few months ago, but not sure if that was ever pushed to github or not.

@TheSkiDog it seems like you have a working version of the atlas, what did you do to get it to export correctly?

For the record it seems like the individual pieces export correctly (for the weapons/pieces that don't chunk error) as I could manually reassemble the atlas from pieces but it loses all the rigging and weapon placements.

I did create a github issue for this error (https://github.com/M...erter/issues/17) In the issue I think its probably trying to read to far into memory and blowing up, I just don't know enough about C# dev currently to be sure or to fix it.

#2197 NFSRacer

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Posted 19 November 2018 - 09:14 AM

Hey, would this work for the cockpits, too? I plan on trying to develop a VR prototype using these models (since I'm not the best as developing my own models), but I'm curious if the cockpit models are a similar setup or not?

#2198 TheSkiDog

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Posted 22 November 2018 - 01:39 PM

View PostTheFoxyShortBus, on 06 November 2018 - 06:05 PM, said:

Hey, I know I'm kind of reviving a dead thread. But this tool would be super sweet in my future endeavors, and I ran into the issue with the atlas. I know @Heffay said he would be cleaning up his tools a few months ago, but not sure if that was ever pushed to github or not.

@TheSkiDog it seems like you have a working version of the atlas, what did you do to get it to export correctly?

For the record it seems like the individual pieces export correctly (for the weapons/pieces that don't chunk error) as I could manually reassemble the atlas from pieces but it loses all the rigging and weapon placements.

I did create a github issue for this error (https://github.com/M...erter/issues/17) In the issue I think its probably trying to read to far into memory and blowing up, I just don't know enough about C# dev currently to be sure or to fix it.


I fixed mine manually.

#2199 TxAce

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Posted 07 January 2019 - 06:54 PM

Everything for the most part works fine, but a few mechs give me trouble.

When I import the Catapult, I get this error. Any ideas?

bpy.context.space_data.recent_folders_active = 0
bpy.ops.object.editmode_toggle()
Traceback (most recent call last):
File "C:\Users\Cameron\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\Cryengine_Importer.py", line 1283, in execute
return import_mech(context, **keywords)
File "C:\Users\Cameron\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\Cryengine_Importer.py", line 1093, in import_mech
geometry = import_mech_geometry(cdffile, basedir, bodydir, mech)
File "C:\Users\Cameron\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\Cryengine_Importer.py", line 872, in import_mech_geometry
bone_location = bpy.context.object.pose.bones[bonename].head
KeyError: 'bpy_prop_collection[key]: key "COCKPIT" not found'

location: <unknown location>:-1

bpy.context.area.type = 'INFO'


Here's what the result I get:

Posted Image

Edited by TxAce, 07 January 2019 - 07:29 PM.


#2200 Jacob Soloman

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Posted 08 January 2019 - 05:10 AM

I get very similar issues but with different mech models. It is weird how some mechs will work just fine but other look a mess. I wish I knew more about Heffay's work so I could play around with his importer file! Posted Image





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