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Dasoccerguy

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Everything posted by Dasoccerguy

  1. Sorry about the Mar/Linux support! It's hard to develop for an OS I don't have . It looks to me like there's still something wrong with the 'dir' variable in there. If you're using forward slashes, it only needs to be single slashes. Perhaps there's a trailing slash on 'dir' that screws things up because there's already one in '/kspdir.txt.' I need to figure out a better way to make this cross-platform...
  2. I'll give the kethane stuff a shot sometime soon. It's about time I start adding mod parts in... Also, I'm releasing a big update literally right now, so look for a new post and try it out.
  3. It looks to me like you didn't get the .mu importer where it needs to be, or maybe you did and didn't activate it within the User Preferences. I can elaborate more if you need it.
  4. longbyte nailed it. You just have to do what SMA is doing here: http://forum.kerbalspaceprogram.com/threads/111483-KSPBlender-Blender-addon-for-importing-craft-files?p=1763096&viewfull=1#post1763096 You might also have to fiddle with the scale, in the right_scale dictionary. It's annoying, but some models are apparently imported and then scaled within KSP, and there's no way to know other than scaling it after import and seeing what looks right.
  5. Go to Window -> Toggle System Console and tell me what it says. That's the secret console that actually shows useful stuff.
  6. Awesome! If it's too big, then what you did with the right_scale would make it worse. Those are relative scale, not absolute. You probably need to do like .1,.1,.1 rather than 1.25. That part exists because some of the parts from earlier in the game import too small. If you get it all to work, could you send me the #Kethane part you've done so I can incorporate it into the master addon?
  7. Brian, do you mean 'work' as in play the animation, or toggle the position of the parts? Hopefully the second script I put in the Blender file (the K menu) should handle toggling the parts. As for playing it, it gets a bit messy, but you'll have to play with the NLA stuff and keyframing. The internet will do a better job of explaining that stuff than I can
  8. Hey, I'm the maker of the script that Starwhip is using to make all of these (awesome) renders. Hopefully this weekend I'll finish the Kerbal I'm making, and then share that with everyone.
  9. Go to Window > Toggle System Console. There are actually two consoles... sorry. Let me know what it says!
  10. I "only" put in the stock parts for now, but I don't see why any mod part wouldn't work. Once I get a few more things done with the core components I do want to add in mod support. Though as you probably noticed at the beginning of the script... it's not much fun to do. Please give it a try!
  11. Thank you! I haven't seen that issue, so I don't know what would cause it. Make sure you have the most recent version of Blender (2.73). I don't think that would be the cause, but it's worth checking. In Blender, press Ctrl+Alt+U and go to the Input tab. Find 3D View and expand it. Then expand 3D View (Global). At the bottom of that section you can see the hotkey for the Custom Menu. If there is a duplicate (maybe you ran the script twice?), kill one of them and then you can close the Preferences window. If there's only 1, I don't know what to tell you. You could save and close Blender, then reopen it. When you open it again it should have forgotten all about the menu, meaning that you can run that script from a clean slate. Good luck!
  12. I haven't tried it. As long as the .mu importer works on mac, all of my code should be good to go since it's just python. And sorry... got confused about who I was replying to. The laugh gif stays.
  13. Which part still had the colliders? I have a ship with every single part that I was using to check for exactly that kind of stuff, and I didn't think I had missed anything. And I figured I would just hide the colliders, since they may come in handy somehow for someone. Blender can do physics simulation, you know.
  14. I have a new version that lets you deploy and undeploy parts. I'll get it online here in a few minutes. Also about all the Boolean stuff, you're on the right track. I have a script that procedurally adds Boolean modifiers to each part and makes the whole ship one big part. It works fine except for a few problem parts. Some of the cockpits are hollow, for example, which messes with the math Blender is using. I tried really hard to find a workaround, but couldn't get anything. Maybe if I give it another shot, this time things will fall into place.
  15. Got it into the repo. I should have paid more attention before making this post. Thanks!
  16. Would I just throw a license file into my Github repo, or do I need to get it somewhere special within the forums?
  17. KSPBlender - v0.95(ish) April 7 Update Github Repo (imgur link if the picture doesn't show up) Here are the reddit posts I've made for anyone who's curious: http://www.reddit.com/r/KerbalSpaceProgram/comments/2qfye6/wip_ksp_in_blender/ http://www.reddit.com/r/KerbalSpaceProgram/comments/2qmb25/wip_ksp_in_blender_update_1/ http://www.reddit.com/r/KerbalSpaceProgram/comments/2rcnxn/wip_ksp_in_blender_update_2/ http://www.reddit.com/r/KerbalSpaceProgram/comments/2s5d1p/wip_ksp_in_blender_update_3_beta_than_befo/ http://www.reddit.com/r/KerbalSpaceProgram/comments/2wye1v/wip_ksp_in_blender_update_4_still_alive/ http://www.reddit.com/r/KerbalSpaceProgram/comments/2xkcy7/addon_kspblender_update_5_much_better/ http://www.reddit.com/r/KerbalSpaceProgram/comments/31ssje/addon_kspblender_update_6_all_the_mods/ As well as the Trello page where I've been doing project organization: https://trello.com/b/ffCPkGyM/kspblender What it does My project would be impossible without taniwha-qf's .mu importer addon for Blender (https://github.com/taniwha-qf/io_object_mu). It heavily relies on this. .craft file is loaded and parsed to find the locations and rotations of every part in the craft. The importer is called for every unique part (a crucial speedup over importing for every part). Parts are cleaned up by hiding collision meshes and things like that, then given a bounding sphere for manipulation. Parts are grouped into stages and can then be selected by stage. Materials are reworked to function in the Cycles renderer, Blender's physically-based render that (in my opinion) gives much better results. Animation data is time-shifted so that parts can be deployed and undeployed as desired. Additionally I have added a custom menu pulled up by pressing K in object mode. I'm open to any suggestions for more features for this menu. "Select Ship" (based on the current selection, for moving everything around) "Select Stage" (if you wanted to break down the ship) "Select All of This Part" (like if you want to delete all the struts) "Toggle Deploy" (to go between the deployed and undeployed positions... getting reworked soon) "Make One Mesh" (useful for quickly applying one material to the whole ship) "Make 3D Printable" (almost works... makes the ship a unified, manifold mesh) "Toggle Editable" (to make the actual ship unselectable, only the spheres (more like how it is in game)) "Delete Part" (use this to delete stuff... selecting a bounding sphere and pressing delete won't get it all) I'm still working on several parts of the project to bring extra functions. Working on a kerbal, who you can see on the Trello page. I've also spent some time making an alternative model set that would give you a geodesic, "low-poly" look if you want that instead. I put some effort into making the model 3D-printable, but it's not as easy as it might seem. I will be reworking the animation toggle with Blender "Drivers," a cool feature I recently learned about. I'm going to add a streamlined process for creating panaround gifs and other simple renders. Like you, some of my coolest creations were assembled in orbit and not the VAB. I've found a way to import them from space... I just need some time to sit down and write the code. Why you should care I can't make you care if you don't want to , but I'm very excited about this project. It enables you to render any ship from any angle, with any lighting, with any setting. You could also render multiple ships together. Ultimately, you have nearly infinite freedom with Blender, from things like making gifs to show staging separation to making your ship look like it's made out of solid gold. Though you'll have to learn some Blender if you're going to do that stuff, which may or may not be an ulterior motive of mine . Where the project lives https://github.com/Dasoccerguy/io_kspblender I'll be posting updates both here and on reddit, something like once a week until this is as done as it can be. Please download the demo (and follow all the setup instructions) on the Github page and let me know what you think. Follow the installation instructions in the readme and you should be good to go! Update 3-1 Turned a messy collection of scripts into an easy-to-use Blender addon Continued work on the kerbal and low-poly modelset It should work on Linux and Mac now! Huge thanks to Sma for debugging. Added Kethane mod support, and working on B9 Aerospace. Update 4-7 Sorry I lied about the weekly updates This now supports EVERY MOD (thanks to Cptman's work) Tons of minor fixes to make things work a little better I need your help with the mods, though. There are going to be bugs, so please let me know what goes wrong! This plugin is GPLv3 licensed.
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