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

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#601 Heffay

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Posted 09 January 2014 - 02:47 PM

Wow, how fast was that guy going?

Trees are pretty tough too. Saw a 9" pine take a Surburban going 50+ without a quiver. And the tree that killed that fast & furious guy was pretty tiny too.

#602 Sparks Murphey

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Posted 09 January 2014 - 03:22 PM

View PostHeffay, on 09 January 2014 - 02:47 PM, said:

Wow, how fast was that guy going?

Probably not as fast as you might think. It was a Ferrari, so the engine would have been in the back, with the nose mostly containing empty space.

View PostEleventor, on 09 January 2014 - 11:06 AM, said:

i´m using Cinema 4d and i still cant user the colors correct..... can someone help me whitch texture i have to use?!

I've never used Cinema 4D, but from what I can see on the web, the four tabs in the C4D Material Editor you will care about are Color, Normal, Specular, and Specular Color. Color should be used with the [mech_name]_body_dif.dds textures and Normal should be used with the [mech_name]_body_ddn.dds textures. Specular and Specular Color are trickier, as they both use the same texture, [mech_name]_body_spc.dds, however Specular Color uses the RGB channels from that file, while Specular will use the alpha channel. If you don't know how to specify which channel to use, just use the Specular and leave Specular Color untouched, you'll lose a little quality but it won't be much. Most optional geometry that changes between variants will use the [mech_name]_variant_[texture_type].dds textures. Images need to be flipped vertically before use, you can do this when exporting with Noesis, or with a third party image editor. You'll probably also need to convert them out of .dds format into something like .png; Noesis can do that for you with an export.

#603 ssm

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Posted 09 January 2014 - 04:30 PM

View PostUite Dauphni, on 08 January 2014 - 03:13 PM, said:

Why would you do such a thing? That's just a recipe for disaster. I wouldn't want to run the risk of having the power go out every time there's a storm...

Eastern Europe here, power outages like this are extremely rare.

#604 Iacov

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Posted 10 January 2014 - 12:59 AM

thanks for the tutorial links...at least i can naviagte now and could add the k2 mgs...
but now idea yet you i can "clean up" the k2 (removing antennas and such) and how to add the barrels...
nevermind...found it...
will definately take some time to clean up and will definately take some time to learn how to make the figure "solid"...

is there a shortcut to align the edges of two objects (catapult body and catapult arm) automatically so that they are even?

not as easy as i thought :/

Edited by Iacov, 10 January 2014 - 01:50 AM.


#605 Adridos

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Posted 10 January 2014 - 05:07 AM

View PostIacov, on 10 January 2014 - 12:59 AM, said:

is there a shortcut to align the edges of two objects (catapult body and catapult arm) automatically so that they are even?


You can snap objects, but that's as far as it goes, AFAIK.

View PostSparks Murphey, on 09 January 2014 - 02:40 PM, said:

At least there they're made of wood. In South Australia, there weren't enough trees that were long or straight enough for the job of hoisting electrical cables through the air, so a man named James Stobie invented the Stobie pole, two beams of steel with the space between them filled with concrete. Rot-proof, termite-proof, fire-proof... and car-proof. A Stobie pole will cut most of the way through an oncoming car without suffering much.


Actually, electricity is mostly spread along concrete poles (at least as far as I've seen, that's Czech Republic, Slovakia, Hungary and Poland).

It's the older, telephone poles that have rotten wooden poles.

#606 Iacov

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Posted 10 January 2014 - 06:19 AM

thanks ^_^ and how do i snap them?

and is it important for shapeways that the mech is standing "flat on the ground"? because currently my cat might be standing a little crooked

and how do i prepare the model in a way that shapeways recognizes it as solid? is it enough to "seal" the model by closing all holes?

#607 Heffay

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Posted 10 January 2014 - 06:56 AM

View PostIacov, on 10 January 2014 - 06:19 AM, said:

thanks ^_^ and how do i snap them?

and is it important for shapeways that the mech is standing "flat on the ground"? because currently my cat might be standing a little crooked

and how do i prepare the model in a way that shapeways recognizes it as solid? is it enough to "seal" the model by closing all holes?


There is a snap to function in Blender; in edit mode you have to click on appropriate button on the bottom of the 3D viewer, but I can't remember what it was called exactly. You can snap to vertex, edge or plane.

If you need to make his feet flat on the floor, create a plane, align it as the floor, and then you can use the snap to plane to get it to stick properly. You'll have to be careful to not change the geometry when you do this, but it should be pretty simple. It's tough to describe, and easier to show.

#608 baabaa214

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Posted 10 January 2014 - 07:54 AM

I am having a problem getting Blender to import the file and getting error of:
File "<blender_console>", line 1
"bpy.ops.import_scene.obj(filepath=""C:\\Catapult\\cplt_head_cockpit_files.obj"")
^
SyntaxError: EOL while scanning string literal

"bpy.ops.import_scene.obj(filepath=""C:\\Catapult\\cplt_head_cockpit_files.obj"") original string.
what is wrong with the string or why the error. The path is correct.

#609 Adridos

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Posted 10 January 2014 - 08:04 AM

View Postbaabaa214, on 10 January 2014 - 07:54 AM, said:

"bpy.ops.import_scene.obj(filepath=""C:\\Catapult\\cplt_head_cockpit_files.obj"") original string.
what is wrong with the string or why the error. The path is correct.


Is that " a part of your code? If yes, then that's probably the problem.

Edited by Adridos, 10 January 2014 - 08:04 AM.


#610 baabaa214

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Posted 10 January 2014 - 08:13 AM

"bpy.ops.import_scene.obj(filepath =""C:\\Catapult\\cplt_head_cockpit_files.obj"")
bpy.context.scene.objects.active = bpy.data.objects[""cplt_head_cockpit_files""]
bpy.context.active_object.rotation_mode = ""QUATERNION""
bpy.context.active_object.rotation_quaternion = [0.999991,-7.6888495e-007,0.0042280266,-3.1334739e-006]
bpy.ops.transform.translate(value=(0.011332722,3.7569041,11.911075))"

#611 Heffay

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Posted 10 January 2014 - 10:38 AM

View Postbaabaa214, on 10 January 2014 - 08:13 AM, said:

"bpy.ops.import_scene.obj(filepath =""C:\\Catapult\\cplt_head_cockpit_files.obj"")
bpy.context.scene.objects.active = bpy.data.objects[""cplt_head_cockpit_files""]
bpy.context.active_object.rotation_mode = ""QUATERNION""
bpy.context.active_object.rotation_quaternion = [0.999991,-7.6888495e-007,0.0042280266,-3.1334739e-006]
bpy.ops.transform.translate(value=(0.011332722,3.7569041,11.911075))"


That initial " is making python think you're submitting a string. I think. As Adridos said. You should take out the intiial and final quote mark from those 4 lines.

#612 baabaa214

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Posted 10 January 2014 - 11:16 AM

I tried this:

bpy.ops.import_scene.obj(filepath =""C:\\Catapult\\cplt_head_cockpit.obj"")
bpy.context.scene.objects.active = bpy.data.objects[""cplt_head_cockpit""]
bpy.context.active_object.rotation_mode = ""QUATERNION""
bpy.context.active_object.rotation_quaternion = [0.999991,-7.6888495e-007,0.0042280266,-3.1334739e-006]
bpy.ops.transform.translate(value=(0.011332722,3.7569041,11.911075))

got this back

bpy.ops.import_scene.obj(filepath =""C:\\Catapult\\cplt_head_cockpit.obj&quot;&quot;)
File &quot;&lt;blender_console&gt;&quot;, line 1
bpy.ops.import_scene.obj(filepath =""C:\\Catapult\\cplt_head_cockpit.obj&quot;&quot;)

SyntaxError: invalid syntax

bpy.context.scene.objects.active = bpy.data.objects[&quot;&quot;cplt_head_cockpit""]
File &quot;&lt;blender_console&gt;&quot;, line 1

bpy.context.scene.objects.active = bpy.data.objects[&quot;&quot;cplt_head_cockpit""]

SyntaxError: invalid syntax

bpy.context.active_object.rotation_mode = ""QUATERNION""
File &quot;&lt;blender_console&gt;&quot;, line 1

bpy.context.active_object.rotation_mode = ""QUATERNION""

SyntaxError: invalid syntax

bpy.context.active_object.rotation_quaternion = [0.999991,-7.6888495e-007,0.0042280266,-3.1334739e-006]
bpy.ops.transform.translate(value=(0.011332722,3.7569041,11.911075))
{'FINISHED'}

Edited by baabaa214, 10 January 2014 - 11:23 AM.


#613 Adridos

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Posted 10 January 2014 - 12:02 PM

Turn the double-quotes into normal ones (delete one quote mark everywhere you've put them, basically).

#614 baabaa214

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Posted 10 January 2014 - 12:28 PM

Now:
bpy.ops.import_scene.obj(filepath ="C:\\Catapult\\cplt_head_cockpit.obj")
bpy.context.scene.objects.active = bpy.data.objects["C:\\Catapult\\cplt_head_cockpit.obj"]
bpy.context.active_object.rotation_mode = "QUATERNION"
bpy.context.active_object.rotation_quaternion = [0.999991,-7.6888495e-007,0.0042280266,-3.1334739e-006]
bpy.ops.transform.translate(value=(0.011332722,3.7569041,11.911075))

Got this:
>>> bpy.ops.import_scene.obj(filepath ="C:\\Catapult\\cplt_head_cockpit.obj")

importing obj 'C:\\Catapult\\cplt_head_cockpit.obj'
parsing obj file...
0.0240 sec
loading materials and images...
Material not found MTL: b'C:\\Catapult\\unused.mtl'
0.0010 sec
building geometry...
verts:1164 faces:388 materials: 2 smoothgroups:0 ...
finished importing: b'C:\\Catapult\\cplt_head_cockpit.obj' in 0.0420 sec.
{'FINISHED'}

>>> bpy.context.scene.objects.active = bpy.data.objects["C:\\Catapult\\cplt_head_cockpit.obj"]
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
KeyError: 'bpy_prop_collection[key]: key "C:\\Catapult\\cplt_head_cockpit.obj" not found'

>>> bpy.context.active_object.rotation_mode = "QUATERNION"
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'rotation_mode'

>>> bpy.context.active_object.rotation_quaternion = [0.999991,-7.6888495e-007,0.0042280266,-3.1334739e-006]
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'rotation_quaternion'

>>> bpy.ops.transform.translate(value=(0.011332722,3.7569041,11.911075))
{'FINISHED'}

#615 Adridos

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Posted 10 January 2014 - 12:37 PM

bpy.context.scene.objects.active = bpy.data.objects["C:\\Catapult\\cplt_head_cockpit.obj"]

This line is supposed to select the imported object, so it should look like this, instead:

bpy.context.scene.objects.active = bpy.data.objects["cplt_head_cockpit"]


Yeah, I should've noticed that sooner. Sorry for fixing the issues one at a time... :ph34r:

Edited by Adridos, 10 January 2014 - 12:47 PM.


#616 baabaa214

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Posted 10 January 2014 - 12:58 PM

It is importing the objects
about these errors:


>> bpy.context.active_object.rotation_mode = "QUATERNION"
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'rotation_mode'

>>> bpy.context.active_object.rotation_quaternion = [0.707107,0,-0.707107,0]
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'rotation_quaternion'

Edited by baabaa214, 10 January 2014 - 12:59 PM.


#617 Adridos

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Posted 10 January 2014 - 01:16 PM

It doesn't have an object selected, so it doesn't know what to apply quaternion coordinates to.
The second report builds up on the same, but adds in the fact that whatever you wanted to turn around doesn't have quaternion rotation "activated".

If you've done a clean import (restart Blender, otherwise it names the object 'name'2 and the selection script won't work) with the fix I posted previously, then click on the object you imported and want to rotate and then paste in the last two lines of your script (the ones giving errors, not the one setting position).

Edited by Adridos, 10 January 2014 - 01:29 PM.


#618 Heffay

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Posted 10 January 2014 - 01:34 PM

View PostAdridos, on 10 January 2014 - 12:37 PM, said:

Yeah, I should've noticed that sooner. Sorry for fixing the issues one at a time... :rolleyes:


It's python. If you look at the code for more than 5 seconds, you go cross-eyed. :ph34r:

Well, that's true of all languages. Except Lisp. That **** will kill you.

#619 baabaa214

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Posted 10 January 2014 - 03:55 PM

Thank you for your assistance.
I have tried to export the catapult and the coordinates did not work out correctly.
they did not work out.

Not sure where the failure is.

#620 baabaa214

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Posted 10 January 2014 - 04:14 PM

I think i found the lost data.
BoneName="Bip01 Spine2" Binding="objects/mechs/catapult/body/cplt_right_torso_rear.cga" Flags="0" Material="objects/mechs/catapult/body/catapult_body" />

which i ripped out of the cdf. i had the name and coordinates only did not know that these were needed and were there.

Have any of you address this in any of the post? if so could you point me to area?
Also where is an updated area on modifying the .cdf.

thank you.





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