KazeNinja Posted May 10, 2016 Share Posted May 10, 2016 On 5/4/2016 at 11:10 AM, ckirky said: err.. it calls up when i import a save ship that i dont have the part (missing part) this also happens fors stock help? Yea I have the same problem but have not got a response. Quote Link to comment Share on other sites More sharing options...
nicknite1 Posted June 17, 2016 Share Posted June 17, 2016 This doesn't work for me, either. I've tried using stock craft to no avail. It always says I'm missing the part yet the craft loads perfectly fine in KSP. Any ideas? Quote Link to comment Share on other sites More sharing options...
DanialADH Posted July 20, 2016 Share Posted July 20, 2016 this mod still working ? Quote Link to comment Share on other sites More sharing options...
MKellerBR Posted July 22, 2016 Share Posted July 22, 2016 (edited) On 20/07/2016 at 1:08 PM, DanialADH said: this mod still working ? It's a Plug-in for Blender.. not a mod! Very useful to do Pictures and Animations, out of the game. Like this: Edited July 22, 2016 by MKellerBR Quote Link to comment Share on other sites More sharing options...
DanialADH Posted July 23, 2016 Share Posted July 23, 2016 HELP Quote Link to comment Share on other sites More sharing options...
cy4n Posted July 26, 2016 Share Posted July 26, 2016 Yeah, I get an error too: Quote Link to comment Share on other sites More sharing options...
Climberfx Posted July 26, 2016 Share Posted July 26, 2016 Here is working fine, OS X El Capitan, Blender 2.77a and the latest plugin for it. Just copy all the Github to Blender plugin folder. (right click on Blender icon, show packages...) Quote Link to comment Share on other sites More sharing options...
cy4n Posted July 26, 2016 Share Posted July 26, 2016 OK, now it gives me this: Quote Link to comment Share on other sites More sharing options...
Climberfx Posted July 26, 2016 Share Posted July 26, 2016 (edited) Did you try renaming the io_kspblender folder to the same as mine? io_object_mu? I don't know if is this, i just know what i see what is different from mine, and that here it works. So, try to have exact the same way may result positively! Edited July 26, 2016 by Climberfx Quote Link to comment Share on other sites More sharing options...
cy4n Posted July 27, 2016 Share Posted July 27, 2016 That appears to be the .mu import folder from @taniwha. The KSPBlender is specifically for importing .craft files. Quote Link to comment Share on other sites More sharing options...
DanialADH Posted July 27, 2016 Share Posted July 27, 2016 guys i think this mod did not work on windows 10 Quote Link to comment Share on other sites More sharing options...
ccarlson Posted September 1, 2016 Share Posted September 1, 2016 I didn't see that anybody had solved the issue with importing .craft files into Blender on a Mac (due to some unicode jankiness), but I've made some progress. What's currently working for me is the following: At the top of part_dict.py, add: import codecs Then, on the (new) line 87, change: f=open(os.path.join(path,cfg)) to: f=codecs.open(os.path.join(path,cfg),"r","utf-8") With that little change, I suddenly have my (poorly-designed) spacecraft imported into Blender! Now to learn Blender, and all its strange conventions... Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted September 11, 2016 Share Posted September 11, 2016 On 9/1/2016 at 7:38 AM, ccarlson said: I didn't see that anybody had solved the issue with importing .craft files into Blender on a Mac (due to some unicode jankiness), but I've made some progress. What's currently working for me is the following: At the top of part_dict.py, add: import codecs Then, on the (new) line 87, change: f=open(os.path.join(path,cfg)) to: f=codecs.open(os.path.join(path,cfg),"r","utf-8") With that little change, I suddenly have my (poorly-designed) spacecraft imported into Blender! Now to learn Blender, and all its strange conventions... Cool! I was hoping this would work on Windows, too, but I tried and it didn't. On that platform, looks like I'll have to stick with changing from UTF-8 to latin-1 encoding to resolve. Quote Link to comment Share on other sites More sharing options...
TrainEngie Posted September 17, 2016 Share Posted September 17, 2016 Something went wrong. I tried the UTF to latin-1 fix about two days ago and I imported crafts just fine. Now, I tried again today but Blender now brings up this error: Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted September 17, 2016 Share Posted September 17, 2016 That looks like a typo (or some otherwise unexpected detail) in some craft or part -- it's trying to make a vector out of a string which includes the word "to". Quote Link to comment Share on other sites More sharing options...
Sharpy Posted September 26, 2016 Share Posted September 26, 2016 Any chance to dump the colliders into a separate layer instead of deleting them? Rationale: Ubiozur's Welding on steroids. Use KSP's editor for preliminary construction of your 'stockalike part', save it as a .craft, import into Blender, clean up manually (removing hidden geometry, smoothing out joints, applying modifications you like, reusing, editing and joining textures) and export into unity to add functionality, KSP shaders, and create an awesome part. Culling all the redundant colliders would be an important part of the work, and likely easier than creating them from scratch. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 14, 2016 Share Posted October 14, 2016 I rea~lly wish someone would sit and write those two inport export options for MAYA :/ Quote Link to comment Share on other sites More sharing options...
NightReaper Posted October 24, 2016 Share Posted October 24, 2016 I'm unable to import anything, keep getting a traceback error: I get this same error on multiple machines. I'm using KSP version 1.2, Blender version 2.78, the latest commit to the github for this (aa2fd41 added on Oct 4, 2015) and the latest commit to github for the mu importer (d262f4d added on Oct 19, 2016). I have tested the mu importer successfully and found it to be working flawlessly. I've tried applying the UTF-8 to Latin-1 fix with no success. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted October 24, 2016 Share Posted October 24, 2016 (edited) Do you have a mistyped value ".0.0" or ",0.0" in the file you're trying to import? Edited October 24, 2016 by Fwiffo Quote Link to comment Share on other sites More sharing options...
NightReaper Posted October 25, 2016 Share Posted October 25, 2016 I'm not sure, where would I go looking for that, and how would I find it? This sounds a little more complex than the level of technicality I'm usually able to handle, but I'll give it a go. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted October 25, 2016 Share Posted October 25, 2016 15 minutes ago, NightReaper said: I'm not sure, where would I go looking for that, and how would I find it? This sounds a little more complex than the level of technicality I'm usually able to handle, but I'll give it a go. Search the text contents .craft file you're trying to import. My guess is that "ValueError: could not convert string to float '.0.0'" (can't tell if those are commas or periods) means there is a field somewhere which the importer is expecting to be numeric but has an extra decimal or whatever. Can KSP open the craft OK? Quote Link to comment Share on other sites More sharing options...
NightReaper Posted October 25, 2016 Share Posted October 25, 2016 (edited) 2 hours ago, Fwiffo said: Search the text contents .craft file you're trying to import. My guess is that "ValueError: could not convert string to float '.0.0'" (can't tell if those are commas or periods) means there is a field somewhere which the importer is expecting to be numeric but has an extra decimal or whatever. Can KSP open the craft OK? Seems to be multiple instances of ".0.0", ",0.0" and ",0,0" in all the craft files, I should have said this is with any and all craft files, including stock craft, craft made with stock parts, and craft made with modded parts. While doing further testing of the mu importer, I did find one issue with a modded part (the science bay module from the USI Malamute Rover pack), but the error that gives does not show up with the traceback error when trying to import a craft that has the part. Edited October 25, 2016 by NightReaper Quote Link to comment Share on other sites More sharing options...
tychodin Posted November 1, 2016 Share Posted November 1, 2016 (edited) i'm also getting the error where the line.split() in part_dict is not getting a proper position, and so it tries to convert the string "to" to a float for pos(x). this happens for every craft i try to import, even stock craft. so something has changed about kerbals part structure that this plugin doesn't account for. it seems like it should be a really simple fix, just finding the correct line where position actually is, but i don't know how to look at print statements from the python script to see what it sees. the mu importer works fine, and i've imported a few parts to test. it's just the craft reader importer that's not up to date. Edited November 1, 2016 by tychodin Quote Link to comment Share on other sites More sharing options...
NightReaper Posted November 2, 2016 Share Posted November 2, 2016 I did wonder if something like this might be the case, but I had really hoped not on account of the github not having been updated in over a year now :S Quote Link to comment Share on other sites More sharing options...
tychodin Posted November 3, 2016 Share Posted November 3, 2016 changing the line for "position" to "\bposition" fixes the "to" error, but now i'm just getting the ,0.0 float error. Quote Link to comment Share on other sites More sharing options...
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