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

Art Misc

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#2201 Syllogy

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Posted 09 March 2019 - 08:37 AM

View PostTxAce, on 07 January 2019 - 06:54 PM, said:

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



Any luck with this?

#2202 MaschineGott

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Posted 11 April 2019 - 06:28 PM

So I did this all on my work computer and everything works with no issue. Repeat everything on my home PC and I get this error
https://imgur.com/7tDIsMb
I've gone back and retraced all my steps like 40 times, what am I doing wrong?

Edited by MaschineGott, 11 April 2019 - 06:29 PM.


#2203 NexusElite

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Posted 12 April 2019 - 04:12 AM

I tried the "foreach ($file in (get-childitem -Recurse *.cga,*.cgf,*.skin,*.chr)) { cgf-converter.exe $file -objectdir "d:\depot\mwo" }"

but does nothing on powershell command, not even an error or anything,it just doesn't run, and the .exe is located in the same folder, too.

#2204 ghost1e

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Posted 12 April 2019 - 05:35 AM

View PostNexusElite, on 12 April 2019 - 04:12 AM, said:

I tried the "foreach ($file in (get-childitem -Recurse *.cga,*.cgf,*.skin,*.chr)) { cgf-converter.exe $file -objectdir "d:\depot\mwo" }"

but does nothing on powershell command, not even an error or anything,it just doesn't run, and the .exe is located in the same folder, too.

Win7 rules

View PostSyllogy, on 09 March 2019 - 08:37 AM, said:



Any luck with this?

Catapult is broken, if you have discord, dm me (B4CKF1SH#1964) I can manually import it for you

#2205 NexusElite

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Posted 12 April 2019 - 12:52 PM

Does anyone else have a problem when importing the CDF of Atlas in blender, it doesn't seem to work, compare to the other ones.

#2206 Oop_Ack

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Posted 13 April 2019 - 04:34 AM

Wish Heffay would come back to MWO and address the plugin for Blender.
Anybody know how to reach out to him privately?

#2207 Heffay

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Posted 30 April 2019 - 06:50 PM

I'm here. I'm back and working on this.

The Catapult and Atlas are known issues, and due to a bug in Blender. I'm now working on a workaround for this.

Blender bug report submitted.

https://developer.blender.org/T64051

Since they are focused on the 2.80 release, they will probably not fix this in any reasonable time frame. I'll see if I can figure out a patch though.

Edited by Heffay, 30 April 2019 - 08:08 PM.


#2208 Jacob Soloman

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Posted 01 May 2019 - 08:14 AM

Hey Heffay! Welcome back! Hope everything is ok :)

#2209 Heffay

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Posted 01 May 2019 - 06:12 PM

View PostJacob Soloman, on 01 May 2019 - 08:14 AM, said:

Hey Heffay! Welcome back! Hope everything is ok Posted Image


Everything is fantastic! Working hard and getting things done. But... I have a break so I'm working on getting the converter cleaned up and working for all sorts of stuff. There are some issues with Blender (see the bug report from above), but I'm now working on a Blender fix for it. Soooo many improvements in the pipeline I haven't been able to deal with lately, but now I'm going to make it SHINE!

#2210 Oop_Ack

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Posted 03 May 2019 - 11:14 AM

YES Heffay is back !

#2211 Heffay

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Posted 03 May 2019 - 05:31 PM

View PostOop_Ack, on 03 May 2019 - 11:14 AM, said:

YES Heffay is back !


I'm back!

I've done some testing with beta builds of Blender 2.80, and the armatures import properly there. This may end up being a case where you have to use that version to do the Catapult, Atlas and Timberwolf. I'm testing my add-ons to ensure they work with 2.80 when it's released.

#2212 CGB Kazdell

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Posted 04 May 2019 - 03:47 AM

Sup guys! Can you please explain how to unite and fill model? If printing legs\arms\torso are not really attach to each other... Trying to fix this by solidfy joints, but mech by itself is empty incide and filled by supports after printing lol, also weapons are filled sometimes. BTW how to fix holes on screenshot?
https://media.discor...04_14-44-00.png

P.S. Ty for tutorial Heffay!

Edited by CGB Kazdell, 04 May 2019 - 03:48 AM.


#2213 Oop_Ack

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Posted 06 May 2019 - 06:07 AM

I went out and dnloaded the latest 2.80 and the plugin does not wish to install


traceback (most resent call last):
blender-2.80\2.80\scripts\modules\addon_utils.py",line 351.enable mod=_import_(module_name)

Edited by Oop_Ack, 06 May 2019 - 06:08 AM.


#2214 Heffay

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Posted 06 May 2019 - 04:55 PM

View PostOop_Ack, on 06 May 2019 - 06:07 AM, said:

I went out and dnloaded the latest 2.80 and the plugin does not wish to install


traceback (most resent call last):
blender-2.80\2.80\scripts\modules\addon_utils.py",line 351.enable mod=_import_(module_name)


Please don't post on the blender developer forum for this. I'm in the process of updating Cryengine Converter to support 2.80, so the existing one won't work on that version of blender. But the blender developer forum is for blender specific issues, and they tend to get a bit ornery when having to look at things that are outside of their area.

#2215 Oop_Ack

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Posted 17 May 2019 - 07:24 AM

Is there an update of the mech importer for 2.8 or i miss something?

#2216 Bryan Napier

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Posted 29 May 2019 - 09:02 PM

Well, since people are having issues with the timberwolf, I uploaded a .blend file of the timberwolf I got with Heffay's script. I just wish someone who has a working Catapult and Atlas would do us the same favor.
Timberwolf:
https://drive.google...-uaepWIFL9JWug5

MADII:
https://drive.google...iew?usp=sharing

#2217 MATRAKA14

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Posted 17 June 2019 - 01:59 AM

Is there an archive or should we create one with all the mech files of the game? Maybe with mirrors and links on several web pages.

MWO will last for some years more, but what if when the game closes, and we lose access to the files?

Piranha has achieved the biggest and more consistent collection of mechs ever, and in the worst case scenario if we don't get more Mechwarrior games in many years, the archive could help to create fan creations to keep the community and the franchise alive.

#2218 Oop_Ack

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Posted 01 August 2019 - 06:04 PM

YES !!! The Catapult is back...........
Heffay has updated and released his importer for 2.8

First one to be extracted was the Catapult.
Worked Beautifully

Thank you Heffay !!

#2219 Heffay

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Posted 03 August 2019 - 06:06 AM

View PostOop_Ack, on 01 August 2019 - 06:04 PM, said:

YES !!! The Catapult is back...........
Heffay has updated and released his importer for 2.8

First one to be extracted was the Catapult.
Worked Beautifully

Thank you Heffay !!


Glad it's working out! Converting the tool to support Blender 2.80 took a LOT more work than I expected. And there is still a lot to do. I want to handle armless mechs like the Catapult better, and different mechs have different arm lengths, which can really screw with the hand controllers.

Oh, and better material support, with built in camo pattern and color selections!

#2220 Charlic Wolf

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Posted 21 August 2019 - 11:04 PM

So I tried following along with the tutorial. I used to use Blender back in the day, but now it looks all foreign to me, especially with the 2.8 update. I am using the importer i found on HeffayPresents.com/GitHub, along with the converter, but I am running into some problems. When I loaded up the Viper, there was some huge, strange looking elongated semi circle sticking out from its nose with a texture on it. Then I tried loading up the adder exactly like you did in your tutorial. Unfortunately, all the weapons possible were present, on the first layer, and were sticking out 90 degrees from the arm at a right angle. Is there something I am doing wrong, or is it a versioning issue? Not to mention I cant even find the layers tab on this version of Blender.





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