| blender 2.49 import extension/addon/plugin | |
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RedEye Retired

Game username : -redeye- Server : KITO Posts : 2583 Join date : 2011-07-24 Age : 30
 | Subject: blender 2.49 import extension/addon/plugin Wed Jul 04, 2012 1:27 pm | |
| My blender scripts are located at C:\Program Files (x86)\Blender Foundation\Blender\.blender\scriptsJust throw this there http://kito.staunhansen.dk/download/importTL.py Requires: Blender 2.49 Python 2.6.6 http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi OgreCommandlineTools 1.6.0 located in C:\OgreCommandLineToolsUsage requirement: Have a folder with 1 .mesh file and .skeleton file Or the script will try to import all .skeleton files it can get its hands on  |
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ShadoWolfozo

Game username : ShadoWolfozo Server : GROWL: Spirits Posts : 875 Join date : 2012-01-22 Age : 22 Location : Australia
 | Subject: Re: blender 2.49 import extension/addon/plugin Thu Jul 05, 2012 2:13 am | |
| Thanks RedEye for this! it's gonna come in handy so much! |
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ShadoWolfozo

Game username : ShadoWolfozo Server : GROWL: Spirits Posts : 875 Join date : 2012-01-22 Age : 22 Location : Australia
 | Subject: Re: blender 2.49 import extension/addon/plugin Fri Jul 06, 2012 8:23 am | |
| sorry for double posting but I didn't think you see this otherwise; I got the kitten model, imported it and the skeleton and made some changes and whatnot then when I try to export it and the skeleton/armature OgreXMLConverter crashes and the .skeleton file isn't created (even if I turn off the automatic OgreXMLConverter, the .skeleton file isn't created) OgreXMLConverter.log: - Quote :
- 15:50:23: Creating resource group General
15:50:23: Creating resource group Internal 15:50:23: Creating resource group Autodetect 15:50:23: Registering ResourceManager for type Mesh 15:50:23: Registering ResourceManager for type Material 15:50:23: Registering ResourceManager for type Skeleton 15:50:23: XMLMeshSerializer reading mesh data from C:\OgreCommandLineTools\cub.mesh.xml... 15:50:23: Reading submeshes... 15:50:23: Reading geometry... 15:50:23: Geometry done... 15:50:23: Reading bone assignments... 15:50:23: Bone assignments done. 15:50:23: Submeshes done. 15:50:23: Skeleton: Loading cub.skeleton 15:50:23: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource cub.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at ..\src\OgreResourceGroupManager.cpp (line 753) 15:50:23: Unable to load skeleton cub.skeleton for Mesh conversion. This Mesh will not be animated. You can ignore this message if you are using an offline tool. 15:50:23: XMLMeshSerializer import successful. 15:50:23: Reorganising vertex buffers to automatic layout.. 15:50:23: MeshSerializer writing mesh data to C:\OgreCommandLineTools\cub.skeleton.xml... 15:50:23: File header written. 15:50:23: Writing mesh data... 15:50:23: Writing submesh... 15:50:23: Exporting submesh texture aliases... 15:50:23: Submesh texture aliases exported. 15:50:23: Exporting dedicated geometry bone assignments... 15:50:23: Dedicated geometry bone assignments exported. 15:50:23: Submesh exported. 15:50:23: Exporting skeleton link... 15:50:23: Skeleton link exported. 15:50:23: Exporting bounds information.... 15:50:23: Bounds information exported. 15:50:23: Exporting submesh name table... 15:50:23: Submesh name table exported. 15:50:23: Exporting edge lists... 15:50:23: Edge lists exported 15:50:23: Mesh data exported. 15:50:23: MeshSerializer export successful. 15:50:23: Unregistering ResourceManager for type Skeleton 15:50:23: Unregistering ResourceManager for type Material 15:50:23: Unregistering ResourceManager for type Mesh
I have blender 2.49 / python 2.6.6 (obviously) what did I do wrong/what didn't I do? |
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RedEye Retired

Game username : -redeye- Server : KITO Posts : 2583 Join date : 2011-07-24 Age : 30
 | Subject: Re: blender 2.49 import extension/addon/plugin Fri Jul 06, 2012 8:27 am | |
| o, when you try to export it. Was reading it as import. Which exporter are you using? ________________________________ Retired
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ShadoWolfozo

Game username : ShadoWolfozo Server : GROWL: Spirits Posts : 875 Join date : 2012-01-22 Age : 22 Location : Australia
 | Subject: Re: blender 2.49 import extension/addon/plugin Fri Jul 06, 2012 8:34 am | |
| a exporter script called ogremeshesexporter.py
I got it from that IT-Mane Tutorial on deviantart like a year ago or something.
It works with everything else I've done. Items, editing animals from the ITBlender folder but not with this import .skeleton script you've supplied.
EDIT: I changed the link in blender so the cub.mesh uses the original kitten.skeleton file (so it doesn't export the skeleton file [just use the existing one in the game folder] and i manually convert the .xml.mesh to .mesh] and it all works, except in-game the cub is a little... deformed during some animations... (because the armature/bones are moving but the mesh remains still so it deforms the mesh)
All I did was add/remove a few vertices, lengthen the tail and neck. I didn't touch the armature at all. |
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RedEye Retired

Game username : -redeye- Server : KITO Posts : 2583 Join date : 2011-07-24 Age : 30
 | Subject: Re: blender 2.49 import extension/addon/plugin Fri Jul 06, 2012 8:55 am | |
| Are you using it right? The exporter I tried was version 1.4 and worked excellent. Here's my export settings:   ________________________________ Retired
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ShadoWolfozo

Game username : ShadoWolfozo Server : GROWL: Spirits Posts : 875 Join date : 2012-01-22 Age : 22 Location : Australia
 | Subject: Re: blender 2.49 import extension/addon/plugin Fri Jul 06, 2012 10:01 am | |
| I'll try seeing if any of my settings are different
but like I said it works when I edit animals from Kovu's original ITBlenders folder that's downloadable elsewhere on this site.
I turned a zebra into a unicorn with absolutely no problems.
EDIT: I don't have the buttons 'Apply Modifiers' or 'Require Materials'
I usually have 'Copy Textures' & 'Game Engine Materials' selected and while attempting to fix this problem I turned off OgreXMLConverter and Skeleton name follow mesh
i'll try with what I can of your settings.
EDIT2: I tried with your settings but OgreXMLConverter still crashes. I turned it off and kept 'Skeleton name follow mesh' but no .skeleton file is created.
Export Log says: (when it crashed so I typed everything below)
Exporting... Output directory "d:\Documents\blender\items\RoW\finished" Processing Object "cub" Exporting mesh "cub" Exporting armature "cub" Writing skeleton animation "Praise". Writing skeleton animation "Run". Writing skeleton animation "Idle". Writing skeleton animation "RestPose". Running OgreXMLConverter: ""C"\OgreCommandLineTools\OgreXMLConverter.exe" -log "d:\Documents\blender\items\RoW\finished\OgreXMLConverter.log" -e -r -o "d:\Documents\blender\items\RoW\finished\cub.skeleton.xml"
and then OgreXMLConverter crashes. If I close the 'unresponsive program' then it continues exporting but the .skeleton file is corrupted
I know it's corrupted because if I move it and the mesh to IT and then go into a map with the critter as soon as it spawns the game crashes with no error report. Take the animal out and it works fine. |
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ShadoWolfozo

Game username : ShadoWolfozo Server : GROWL: Spirits Posts : 875 Join date : 2012-01-22 Age : 22 Location : Australia
 | Subject: Re: blender 2.49 import extension/addon/plugin Sun Jul 15, 2012 1:20 pm | |
| Okay, so I got it fixed but I have one small problem.. the model runs sideways  I've tried what I can think of but nothing works... How do I fix that? |
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RedEye Retired

Game username : -redeye- Server : KITO Posts : 2583 Join date : 2011-07-24 Age : 30
 | Subject: Re: blender 2.49 import extension/addon/plugin Sun Jul 15, 2012 2:01 pm | |
| You can either rotate in Blender (some with blender knowledge can probably tell how) or use the MeshMagick tool to rotate it.
An example: MeshMagick transform -rotate=90/0/1/0 final.mesh ________________________________ Retired
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ShadoWolfozo

Game username : ShadoWolfozo Server : GROWL: Spirits Posts : 875 Join date : 2012-01-22 Age : 22 Location : Australia
 | Subject: Re: blender 2.49 import extension/addon/plugin Sun Jul 15, 2012 3:17 pm | |
| Ehh, i tried in blender and it doesn't seem to be working... or at least the way I was trying XD
How do I use MeshMagick to rotate it? I mean, where does the code go into? |
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Slycan

Game username : Sly Server : KITO Posts : 1198 Join date : 2011-07-25 Age : 27
 | Subject: Re: blender 2.49 import extension/addon/plugin Mon Jul 16, 2012 12:30 am | |
| Solution 1 - Import and export it 3 times Solution 2 - From: http://kito.forum.com.bz/t189-howto-kito-s-fixed-wow-model-exporter-to-ogreStart>Run>Cmd type in "cd (.mesh and .skeleton files location folder here)" in the black window, for sample: cd C:\Users\Owner\Desktop\kito press enter next type in location of MeshMagick.exe with the codes needed to turn/rotate meshm + mesh name, for sample: C:\OgreCommandLineTools\MeshMagick.exe transform -rotate=270/0/1/0 MeshNameGoesHere.mesh press enter. |
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ShadoWolfozo

Game username : ShadoWolfozo Server : GROWL: Spirits Posts : 875 Join date : 2012-01-22 Age : 22 Location : Australia
 | Subject: Re: blender 2.49 import extension/addon/plugin Thu Jul 19, 2012 3:15 pm | |
| Ahh! Thanks sly it's all fixed and running in the right direction, many thanks to the both of you  |
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Techwolf77

Game username : Noctis-Suhasha Server : Nocturnal Posts : 117 Join date : 2012-09-29 Age : 20 Location : In between dimensions
 | Subject: Re: blender 2.49 import extension/addon/plugin Mon Oct 01, 2012 11:51 pm | |
| I can't even get it to import! It says, Python script error, check console |
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Slycan

Game username : Sly Server : KITO Posts : 1198 Join date : 2011-07-25 Age : 27
 | Subject: Re: blender 2.49 import extension/addon/plugin Tue Oct 02, 2012 12:02 am | |
| wrong python, try 2.6.1 to 2.6.5 I ended up using 2.6.2 myself. |
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Techwolf77

Game username : Noctis-Suhasha Server : Nocturnal Posts : 117 Join date : 2012-09-29 Age : 20 Location : In between dimensions
 | Subject: Re: blender 2.49 import extension/addon/plugin Tue Oct 02, 2012 10:16 pm | |
| oooooh ok! I will uninstall 2.6.6 |
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rihanna789

Posts : 5 Join date : 2012-10-18
 | Subject: Re: blender 2.49 import extension/addon/plugin Mon Nov 19, 2012 12:06 pm | |
| but still what does python do ??? |
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RedEye Retired

Game username : -redeye- Server : KITO Posts : 2583 Join date : 2011-07-24 Age : 30
 | Subject: Re: blender 2.49 import extension/addon/plugin Mon Nov 19, 2012 3:24 pm | |
| http://en.wikipedia.org/wiki/Python_%28programming_language%29 ________________________________ Retired
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RainbowDash

Game username : Rainbowdash or akarivskage Server : Bloodline Posts : 144 Join date : 2012-08-20
 | Subject: Re: blender 2.49 import extension/addon/plugin Fri Mar 15, 2013 8:59 pm | |
| Awsome i will have to check this out when i get home |
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RainbowDash

Game username : Rainbowdash or akarivskage Server : Bloodline Posts : 144 Join date : 2012-08-20
 | Subject: Re: blender 2.49 import extension/addon/plugin Sun Mar 24, 2013 4:12 am | |
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Delete me. Coder


Posts : 353 Join date : 2011-07-25 Age : 22
 | Subject: Re: blender 2.49 import extension/addon/plugin Sun Mar 24, 2013 11:24 am | |
| - RainbowDash wrote:
- How do i download it?
- RedEye wrote:
- My blender scripts are located at C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts
Just throw this there http://kito.staunhansen.dk/download/importTL.py
Making sure you have the rest of the required downloads as well, right click the link above, and "save link as" and navigate to your scripts folder and save it in there. |
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Wolfess

Game username : Wolfess Server : CoA, GoD Posts : 75 Join date : 2011-10-26 Age : 27 Location : PTZ
 | Subject: Re: blender 2.49 import extension/addon/plugin Thu May 23, 2013 5:55 pm | |
| Have tested all the python vercions from 2.6.1 to 2.6.6...none works for me with this plug-in. - Spoiler:
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- Code:
-- OPTIONS -- source file = C:\tmp\ITBlenders\mouse\mouse.mesh destination file = C:\tmp\ITBlenders\mouse\mouse.mesh.xml log file = OgreXMLConverter.log interactive mode = false lod levels = none (or use existing) Generate edge lists = 1 Generate tangents = 0 semantic = TANGENT parity = 0 split mirror = 0 split rotated = 0 Reorganise vertex buffers = 1 Optimise animations = 1 -- END OPTIONS --
Creating resource group General Creating resource group Internal Creating resource group Autodetect Registering ResourceManager for type Mesh Registering ResourceManager for type Material Registering ResourceManager for type Skeleton Skeleton: Loading mouse.skeleton Unable to load skeleton mouse.skeleton for Mesh conversion. This Mesh will not b e animated. You can ignore this message if you are using an offline tool. XMLMeshSerializer writing mesh data to C:\tmp\ITBlenders\mouse\mouse.mesh.xml...
Populating DOM... Writing submesh... Exporting dedicated geometry bone assignments... Dedicated geometry bone assignments exported. Submesh exported. Exporting skeleton link... Skeleton link exported. DOM populated, writing XML file.. XMLMeshSerializer export successful. Unregistering ResourceManager for type Skeleton Unregistering ResourceManager for type Material Unregistering ResourceManager for type Mesh
-- OPTIONS -- source file = C:\tmp\ITBlenders\mouse\mouse.skeleton destination file = C:\tmp\ITBlenders\mouse\mouse.skeleton.xml log file = OgreXMLConverter.log interactive mode = false lod levels = none (or use existing) Generate edge lists = 1 Generate tangents = 0 semantic = TANGENT parity = 0 split mirror = 0 split rotated = 0 Reorganise vertex buffers = 1 Optimise animations = 1 -- END OPTIONS --
Creating resource group General Creating resource group Internal Creating resource group Autodetect Registering ResourceManager for type Mesh Registering ResourceManager for type Material Registering ResourceManager for type Skeleton XMLSkeletonSerializer writing skeleton data to C:\tmp\ITBlenders\mouse\mouse.sk eleton.xml... Populating DOM... Exporting bones.. There are 38 bones. Exporting Bone number 0 Exporting Bone number 1 Exporting Bone number 2 Exporting Bone number 3 Exporting Bone number 4 Exporting Bone number 5 Exporting Bone number 6 Exporting Bone number 7 Exporting Bone number 8 Exporting Bone number 9 Exporting Bone number 10 Exporting Bone number 11 Exporting Bone number 12 Exporting Bone number 13 Exporting Bone number 14 Exporting Bone number 15 Exporting Bone number 16 Exporting Bone number 17 Exporting Bone number 18 Exporting Bone number 19 Exporting Bone number 20 Exporting Bone number 21 Exporting Bone number 22 Exporting Bone number 23 Exporting Bone number 24 Exporting Bone number 25 Exporting Bone number 26 Exporting Bone number 27 Exporting Bone number 28 Exporting Bone number 29 Exporting Bone number 30 Exporting Bone number 31 Exporting Bone number 32 Exporting Bone number 33 Exporting Bone number 34 Exporting Bone number 35 Exporting Bone number 36 Exporting Bone number 37 Bones exported. Exporting animations, count=3 Exporting animation: Die Animation exported. Exporting animation: Idle Animation exported. Exporting animation: Run Animation exported. DOM populated, writing XML file.. XMLSkeletonSerializer export successful. Unregistering ResourceManager for type Skeleton Unregistering ResourceManager for type Material Unregistering ResourceManager for type Mesh mouse.mesh File not valid! has skeleton: True file: C:\tmp\ITBlenders\mouse\mouse.mesh.xml name: mouse file: C:\tmp\ITBlenders\mouse\mantaray-armature.skeleton.xml name: mouse file match: C:\tmp\ITBlenders\mouse\mantaray-armature.skeleton.xml File not valid! file: C:\tmp\ITBlenders\mouse\mouse.skeleton.xml name: mouse file match: C:\tmp\ITBlenders\mouse\mouse.skeleton.xml File not valid!
this thing continues trolling me for another year... XD |
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RedEye Retired

Game username : -redeye- Server : KITO Posts : 2583 Join date : 2011-07-24 Age : 30
 | Subject: Re: blender 2.49 import extension/addon/plugin Thu May 23, 2013 6:02 pm | |
| - Quote :
Usage requirement: Have a folder with 1 .mesh file and .skeleton file Or the script will try to import all .skeleton files it can get its hands on
________________________________ Retired
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Wolfess

Game username : Wolfess Server : CoA, GoD Posts : 75 Join date : 2011-10-26 Age : 27 Location : PTZ
 | Subject: Re: blender 2.49 import extension/addon/plugin Thu May 23, 2013 6:06 pm | |
| Same.
Edit: Maybe it needs x86 python version not x64 to run?- Code:
mouse.mesh File not valid! has skeleton: True file: C:\tmp\ITBlenders\mouse\mouse.mesh.xml name: mouse file: C:\tmp\ITBlenders\mouse\mouse.skeleton.xml name: mouse file match: C:\tmp\ITBlenders\mouse\mouse.skeleton.xml File not valid!
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WindRunner

Posts : 60 Join date : 2013-03-25
 | Subject: Re: blender 2.49 import extension/addon/plugin Tue Jun 11, 2013 12:28 am | |
| Ahhhhh heres what im looking for!! Lol i been woundering how you do this.
Edit:
It won't let me import nothing, i have a folder with a .mesh and a .skeleton only, i have python 2.6.2 i also tried python 2.6.6 and it still did it, when i import a .mesh it says: Python error script: Check consol. |
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GlaciaTheWolf ®


Game username : Glacia, GlaciaIceWolf, GlaciaTheWolf Server : DD (member) Wolf soul (member) Posts : 1026 Join date : 2013-12-09 Age : 21 Location : Ohio
 | Subject: Re: blender 2.49 import extension/addon/plugin Thu Feb 19, 2015 3:53 am | |
| Ik this is really really old, but the links broken, anyway i cna get it? |
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| blender 2.49 import extension/addon/plugin | |
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