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

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#641 Goose Igaly

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Posted 23 January 2014 - 09:26 AM

Heffay,

As someone who has been interested in doing this sort of work but has limited time/patience, I can't thank you enough for your tutorials. I gave this a try a few months back and had problems with the texturing, not to mention I would not have even considered working with the skeleton and animations. I look forward to the final video and will be working some renders based on your tutorials tonight!

#642 Iacov

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Posted 24 January 2014 - 12:18 AM

heffay, Thank you a thousand times for your videos, they saved me hours of work! (was about to convert every obj "by hand")

but I have two questions about your script
- when I try to run it, the powershell tells me that there is no program to run it with... what is the prerequisite for using your script?
-I want to assemble a catapult k2 in blender... is that possible with your script? if yes, how? I don't seem to get the logic behind the procedure... if I follow your second video, am I assembling only the standard variant? or how can I decide to assemble variants with your script?

Thank you very much!

#643 Heffay

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Posted 24 January 2014 - 05:33 AM

View PostIacov, on 24 January 2014 - 12:18 AM, said:

heffay, Thank you a thousand times for your videos, they saved me hours of work! (was about to convert every obj "by hand")

but I have two questions about your script
- when I try to run it, the powershell tells me that there is no program to run it with... what is the prerequisite for using your script?
-I want to assemble a catapult k2 in blender... is that possible with your script? if yes, how? I don't seem to get the logic behind the procedure... if I follow your second video, am I assembling only the standard variant? or how can I decide to assemble variants with your script?

Thank you very much!


1) It depends on how you start up powershell. I'm using Windows 8, so I do a search -> Powershell, then select the app and run as administrator. For Win 7 and earlier, just do Start -> Run -> Powershell (right click to run as admin). Then it's a matter of either putting the script into the path (easiest if you do it a lot) or reference the full path of the script. If you take a screenshot and show me what you're typing, I can probably give more specific help.

2) You can make the K2 very easily using the group functions I showed close to the end of the video, when I was demonstrating (poorly) how to make Ilyazilla McGaussiekins Murdermets. Essentially after you upload all the .obj files, you move all the weapon ones to the 2nd layer (you'll want to do this anyway, to assign the variant materials to them). Then you select the base mech on the first layer, copy them to a third layer, then select the weapon components you want on the second layer and copy them to the third layer as well. Then go to the third layer and select everything there, hit ctrl-g to make a group, and name the group to whatever you want that mech to be. Then you can use the link or append function to use that group in other blender projects.

Let me know if you need more details on either of those, and good luck!

#644 Iacov

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Posted 24 January 2014 - 06:01 AM

thanks :ph34r:

i couldn't test number 2, because i'm still failing to run the script
when i open powershell, navigate to the directory and type "mech-importer.ps1 catapult.cdf"

then i get a red text (in german), saying something about "runr" was not recognized as name for a Cmdlet, a function, a script or an executable file...blablabla
bei Zeile:1 Zeichen: 18 (row 1, character 18)
+ mech-importer.ps1 <<<< catapult.cdf
+ CategoryInfo: ObjectNotFound: <mech-importer.ps1:String> [ ], CommandNotFoundException
+ FullyQualifiedErrorId: CommandNotFoundException

and i guess i'll also have my problems with putting a k2 together, but everything at its time xD

and thanks again for your help :huh:

edit: after tinkering around, powershell tells me something about running skripts being disabled on my system...what can i do to activate that?

Edited by Iacov, 24 January 2014 - 06:07 AM.


#645 Heffay

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Posted 24 January 2014 - 06:13 AM

View PostIacov, on 24 January 2014 - 06:01 AM, said:

thanks :ph34r:

i couldn't test number 2, because i'm still failing to run the script
when i open powershell, navigate to the directory and type "mech-importer.ps1 catapult.cdf"

then i get a red text (in german), saying something about "runr" was not recognized as name for a Cmdlet, a function, a script or an executable file...blablabla
bei Zeile:1 Zeichen: 18 (row 1, character 18)
+ mech-importer.ps1 <<<< catapult.cdf
+ CategoryInfo: ObjectNotFound: <mech-importer.ps1:String> [ ], CommandNotFoundException
+ FullyQualifiedErrorId: CommandNotFoundException

and i guess i'll also have my problems with putting a k2 together, but everything at its time xD

and thanks again for your help :huh:

edit: after tinkering around, powershell tells me something about running skripts being disabled on my system...what can i do to activate that?


For the scripts being disabled, run this:
set-executionpolicy unrestricted

You either don't have mech-importer.ps1 in the path, and/or you are running it from the directory without doing the local source stuff first. Run it like this instead:

.\mech-importer.ps1 <cdf file>

The dot slash tells powershell to look for the ps1 file in the directory you are currently in.

#646 Iacov

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Posted 24 January 2014 - 06:28 AM

okay...i guess i'm near it...

I was able to run the script - thank you!
but when i try to run it in python console, a lot of the torso assets are in a complete mess (=not aligned proper)

i don't know if it helps, but these are the texts colored in red:

Spoiler


edit: and why are the objects that are not in the right possition in a lighter grey and the others in a darker grey? does this have to do with the script?

Edited by Iacov, 24 January 2014 - 06:30 AM.


#647 Heffay

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Posted 24 January 2014 - 06:37 AM

Quote

d:\\3d_print\\game\\objects\\objects\\mechs\\catapult\\body\\cplt_right_arm_forearm_missileflap_mh1.obj


Can you verify this file is in the directory?

One of the things I've found is that if you try to import parts into a Blender file that already had them imported, things can go wrong. Blender tends to keep the old name around for a bit, so when you try to import it, it renames the object for you. Then the rotation and translation parts can't find the object that was just imported, gives you an error, and won't rotate/move the piece. Are you working with a new blender file, or trying to import into one that you were already using?

#648 Iacov

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Posted 24 January 2014 - 06:41 AM

yes it is in there

and yes, it was a complete new blender file

tried to run the script for the centurion...
does not import anyting, just error messages (didn't copy them though, will try later)

what can I do to try getting the catapult importet correctly?

edit:
maybe i did something, that the .ps1 didn't work correctly
this is the import file i get:
Spoiler

Edited by Iacov, 24 January 2014 - 06:45 AM.


#649 Heffay

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Posted 24 January 2014 - 06:46 AM

Let me try it out on the catapult and centurion. One min...

Posted Image

It looks like the catapult .cdf file has some issues. Looking at the Outliner (list of all the objects in the upper right), it looks like a lot of files have the prefix 0000_ and 0001_, which is a sign that object got renamed for some reason. And when it gets renamed, it can't be rotated/translated properly.

On top of that, the cdf file is referring to some objects that don't exist, like the missile flaps. The catapult model is a bit of a mess.

What you can do is manually rotate/move the pieces. Or it may also work to remove the 0000_ and 0001_ from the object names in the outliner, and then rerun the python commands.

Edited by Heffay, 24 January 2014 - 07:03 AM.


#650 Iacov

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Posted 24 January 2014 - 06:49 AM

thanks a lot :ph34r:

also tried it on the atlas...no success

i guess i will have screwed up somewhere in the process :/

edit: what is the most up to date spot to get the script?
the post with the second video?

edit 2: used the "newest" script from video post
same outcome

edit 3: testet with battlemaster - no success
i'm definately sure i screwed up someplace :/

Edited by Iacov, 24 January 2014 - 06:58 AM.


#651 Iacov

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Posted 24 January 2014 - 07:16 AM

View PostHeffay, on 24 January 2014 - 06:46 AM, said:

It looks like the catapult .cdf file has some issues. Looking at the Outliner (list of all the objects in the upper right), it looks like a lot of files have the prefix 0000_ and 0001_, which is a sign that object got renamed for some reason. And when it gets renamed, it can't be rotated/translated properly.

On top of that, the cdf file is referring to some objects that don't exist, like the missile flaps. The catapult model is a bit of a mess.

What you can do is manually rotate/move the pieces. Or it may also work to remove the 0000_ and 0001_ from the object names in the outliner, and then rerun the python commands.


was the renaming my fault?
how may have this happened?
and what is the outliner andhow do i remove the 0000_?

#652 Heffay

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Posted 24 January 2014 - 07:23 AM

No, it's not you, it's the files or importer. There is no error checking in my script yet, so if something goes wrong it can't recover gracefully. I'll be adding more as time goes on, but until then if you run into pieces that are in the wrong place, rename them, try the script again, and if that doesn't work see if you can manually move them.

Even the best model I've worked with so far (the Awesome) had the cockpit piece out of position, and I had to rotate around the x and y axis 270 degrees. I'll see if I can figure out why it's being such a little ***** and get it fixed up.

This is the outliner:

Posted Image


You can get rid of the 0000_ and 0001_ by double-clicking each of those names and editing it. When it's done, rerun the commands in the python console. It should translate/rotate all the pieces again. Let me know how that works.

#653 Iacov

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Posted 24 January 2014 - 07:27 AM

i tried renaming the 0000_s
but got file names with _mh1.0001 instead
I've deleted those "doubles"
and run the import-file again in the python console

the outcome was: old misplaced parts + new, right playced parts

i did try to reproduce that outcome
but it only gets messier the often i try :/

edit:
got manually a standing k2, thanks for the help :ph34r:

but I don't even come close to this when i try it with the atlas, battlemaster or centurion
is that related to the script too, or might i be the malefactor?

Edited by Iacov, 24 January 2014 - 07:52 AM.


#654 Heffay

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Posted 24 January 2014 - 07:54 AM

View PostIacov, on 24 January 2014 - 07:27 AM, said:

i tried renaming the 0000_s
but got file names with _mh1.0001 instead
I've deleted those "doubles"
and run the import-file again in the python console

the outcome was: old misplaced parts + new, right playced parts

i did try to reproduce that outcome
but it only gets messier the often i try :/


Hehehe, yeah. There are multiple objects then, with the same name. This isn't anything you're doing wrong though. It's just a difficult process to work through.

Try the cataphract one, and do what I did in the video. It should help you understand the details about dealing with the orphaned objects (that is what I'm going to refer to them as). Let me know how that turns out. No matter what model you use, it isn't going to be perfect. There will always be some cleanup, unless you use the scale ones (and then you can't switch out weapons easily).

#655 Iacov

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Posted 24 January 2014 - 08:15 AM

i've tried out the centurion again - this time it worked by far better!
tried the atlas again - some parts do show up, but neither head nor fuselage or legs show up...just the weapons and stuff...really don't get it why...is the atlas different than the other models?

thank you so much for your help and for the script :ph34r:
i wouldn't know how i would have managed to assemble the new cat k2, so that everything is in its right place

if i can provide you with any information about the errors or something, please tell me

#656 Heffay

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Posted 24 January 2014 - 08:34 AM

Atlas does look different. I got the same errors as you, so now I need to find out why it doesn't want to import things like the pelvis. All the info is in the .cdf file though.

Sorry you're running into so many problems. I'll do some more updating soon.

#657 Iacov

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Posted 24 January 2014 - 08:42 AM

View PostHeffay, on 24 January 2014 - 08:34 AM, said:

Atlas does look different. I got the same errors as you, so now I need to find out why it doesn't want to import things like the pelvis. All the info is in the .cdf file though.

Sorry you're running into so many problems. I'll do some more updating soon.


oh my god, no need for apologies! the other way around! like everyone else, I thank you a thousand times that you not only invest your freetime in this but that you also share your expertise with noobs like me! xD

cheers :ph34r:

edit:
i've "manually" (r->x->270->enter->r->y->270->enter) brought two parts of the raven in place
they are much brighter than the rest
Posted Image
why is that so?
i've removed doubles and converted to quads

Edited by Iacov, 24 January 2014 - 08:56 AM.


#658 baabaa214

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Posted 24 January 2014 - 10:04 AM

View PostHeffay, on 24 January 2014 - 06:46 AM, said:

Let me try it out on the catapult and centurion. One min...

Posted Image

It looks like the catapult .cdf file has some issues. Looking at the Outliner (list of all the objects in the upper right), it looks like a lot of files have the prefix 0000_ and 0001_, which is a sign that object got renamed for some reason. And when it gets renamed, it can't be rotated/translated properly.

On top of that, the cdf file is referring to some objects that don't exist, like the missile flaps. The catapult model is a bit of a mess.

What you can do is manually rotate/move the pieces. Or it may also work to remove the 0000_ and 0001_ from the object names in the outliner, and then rerun the python commands.


When exporting the catapult I got the same and took me about 30mins using r z and x 270 to get everything back into place.

#659 Iacov

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Posted 24 January 2014 - 11:00 AM

View Postbaabaa214, on 24 January 2014 - 10:04 AM, said:


When exporting the catapult I got the same and took me about 30mins using r z and x 270 to get everything back into place.


somehow this workaround worked for the catapult and saved some time:
import the catapult - you get the mess above
delete the "0000_" and "0001_" part of the names
run the script again
now you have one full correctly aligned model
and a second misplaced one
now just delete the misplaced parts (should be either all ending on ".0001" or the ones without the extension)
and you have the catapult you want

#660 Heffay

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Posted 24 January 2014 - 12:26 PM

View PostIacov, on 24 January 2014 - 11:00 AM, said:


somehow this workaround worked for the catapult and saved some time:
import the catapult - you get the mess above
delete the "0000_" and "0001_" part of the names
run the script again
now you have one full correctly aligned model
and a second misplaced one
now just delete the misplaced parts (should be either all ending on ".0001" or the ones without the extension)
and you have the catapult you want


That is what I was trying to describe, but not nearly as effectively. Thanks!





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