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KSPBlender - Blender Addon for importing .craft files (now with complete mod support!)


Dasoccerguy

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I see why you said "Fifteen Minutes", zekes. :)

"Load! Load! Load! load! load... load?"

It's a race I think I'm going to lose. :D

Well, IDK - it's been 20 minutes it must be done soon.

EDIT it's loaded, working on camera.

Edited by zekes
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Right. It could use a *bit* of work... :)

Fuel lines are funky. So are launch clamps...

http://i.imgur.com/d0xuEIv.png

Anyway, a little bit of cleaning-up and it'll look great! (After all, you don't need struts and fuel lines and interior stuff in Blender. :)

:o what. Wow. That is gorgeous. Here's mine I just finished after messing around a long time ( I really have no idea what I'm doing :P )

What's with your fuel lines, I didn't get those at all. I'll clean it up right now in fact.

UMEDPGX.jpg

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Would I just throw a license file into my Github repo, or do I need to get it somewhere special within the forums?

Fine if you put the license file into the Github repo (many modders do!), but what is required to publish add-ons here is to comply with the Add-on posting rules.

About licensing (rule 1.), "... This license must be made available in both the download file and in the location the user downloads from (such as a forum post or a Curse listing)."

Please ensure any of the download files you link include your llicense, and that is shown in the opening post of this thread, and you're good.

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This is a great tool!!! Certainly makes importing my creations into Blender a metric ton easier. +Rep sir!! I can't wait to spend this evening messing around with my various craft in Blender. Maybe even some camera tracking fun so I can park my favorite rover in my driveway :D

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So, i'm very comfused with blender :P I'm trying to figure out how to make my shuttle one part, but i have no idea what i'm doing. I need to boolean join the parts, but there's 1200 of them and i have no idea how to just mass-select all of them, let alone make the boolean join occur. Also, to make a model i would need to turn the hollow shuttle into a solid piece, but it's made out of wing parts and i don't know how a 3d printer would handle this.

Sorry for derailing the thread a bit but I really love your program, I want to take it to the end of the logical path I'm on :)

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So, i'm very comfused with blender :P I'm trying to figure out how to make my shuttle one part, but i have no idea what i'm doing. I need to boolean join the parts, but there's 1200 of them and i have no idea how to just mass-select all of them, let alone make the boolean join occur. Also, to make a model i would need to turn the hollow shuttle into a solid piece, but it's made out of wing parts and i don't know how a 3d printer would handle this.

Sorry for derailing the thread a bit but I really love your program, I want to take it to the end of the logical path I'm on :)

I would show you how to do it, but I'm rendering a thing...

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Quick tip: "C" allows a circle selector, which selects all origins within the circle. Scrolling the mousewheel makes it bigger and smaller.

"B" makes a box selector, selecting all objects with some part of them inside the box.

ESC cancels. (I don't remember which one confirms, I think it's left mouse button)

EDIT:

Here we go!

Blender Beginners Tutorial

Edited by Starwhip
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Haha, thanks :D I made a new blend file of the shuttle without landing gear, because for some reason in blender they're all deployed.

https://www./?07bv3lgmf9u4u99

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.

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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.

I don't have any cockpits on my shuttle so it will work fine :D

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Suggestion: Delete all colliders on import. God, the MK3 cargo bays are a pain.... :(

(Maybe you just missed them, IDK, the other parts are fine. :huh:)

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.

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Would people agree to make the printer file for other people's craft files?

Would there be any problem with modded parts?

While I have an interest in 3D printing (like everyone, I assume), I never really got interested enough to seriously research it.

P.S. AWW YISS!

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Would people agree to make the printer file for other people's craft files?

Would there be any problem with modded parts?

While I have an interest in 3D printing (like everyone, I assume), I never really got interested enough to seriously research it.

P.S. AWW YISS!

I could try, yeah :P my friend has a printer so I'll talk to him about just how much clipping is okay with 3d printers and what kind of file we'd need to use.

Edited by zekes
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