longbyte1 Posted September 26, 2014 Share Posted September 26, 2014 Hey guys, I'm excited to share that thanks to Taniwha's excellent work on the importer, we now support direct upload of MU files at Sketchfab (yes, we run Blender on our backend to crunch files ;-). Go give it a try!http://blog.sketchfab.com/post/98386380804/kerbal-space-program-we-have-liftoffCheers,BartGreat! Too bad there's no script to import whole .craft files.. Quote Link to comment Share on other sites More sharing options...
bartv Posted September 26, 2014 Share Posted September 26, 2014 Great! Too bad there's no script to import whole .craft files.. That would be awesome, yes. Taniwha's told me he's looking in to that option, we'd sure love to add it!Hey Taniwha, would it help if I sent some beer and pizza your way? ;-) Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted September 26, 2014 Share Posted September 26, 2014 I'm excited to share that thanks to Taniwha's excellent work on the importer, we now support direct upload of MU files at SketchfabThat's cool and all, but considering you make the part in a tool that can export to a filetype sketchfab can already read I don't see the usefulness of it really, unless like longbyte1 said you could upload whole craft, support emissive animations etc. Quote Link to comment Share on other sites More sharing options...
bartv Posted September 26, 2014 Share Posted September 26, 2014 That's cool and all, but considering you make the part in a tool that can export to a filetype sketchfab can already read I don't see the usefulness of it really, unless like longbyte1 said you could upload whole craft, support emissive animations etc.Sure, but you can also use other tools to create parts, right? Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted September 26, 2014 Share Posted September 26, 2014 Sure, but you can also use other tools to create parts, right?What? I don't get it. Quote Link to comment Share on other sites More sharing options...
bartv Posted September 26, 2014 Share Posted September 26, 2014 What? I don't get it.Ah I'm sorry, I thought you were referring to Blender. Of course many tools can export files to a filetype that we support. This makes it a little easier. Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted September 26, 2014 Share Posted September 26, 2014 This makes it a little easier.I don't see how, any 3d graphics program you can make KSP parts with would be able to export to a format sketchfab already supports. Quote Link to comment Share on other sites More sharing options...
taniwha Posted September 26, 2014 Author Share Posted September 26, 2014 bartv: while pizza and bear would be appreciated, a TARDIS, Delorian, or Gay Deceiver would be more helpful I'm a bit busy testing a new feature in EL, and then I hope to get back to this and some other KSP work I have on the back burner. Quote Link to comment Share on other sites More sharing options...
longbyte1 Posted September 26, 2014 Share Posted September 26, 2014 I don't see how, any 3d graphics program you can make KSP parts with would be able to export to a format sketchfab already supports.I'm guessing this feature is going to be followed up on since .mu files have things like animations, hitboxes, and bones, which most file formats don't. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted September 28, 2014 Share Posted September 28, 2014 Worked fine in old Blender 2.6, but Blender 2.71x64 doesn't seem to even see this addon. It simply does not appear in addon list for enabling. Quote Link to comment Share on other sites More sharing options...
taniwha Posted September 28, 2014 Author Share Posted September 28, 2014 Did you put it in the right place? I've been using it in 2.71 without any problems. I suggest going to #blender on irc.freenode.net to get installation help (there are many people there with the time and ability to guide you). Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted September 29, 2014 Share Posted September 29, 2014 "C:\Program Files\Blender Foundation\Blender\scripts\addons\io_object_mu-master" it is. And I believe it's right.Maybe the trouble is within "x64"? My old Blender was plain x32. Quote Link to comment Share on other sites More sharing options...
Apollo13 Posted October 1, 2014 Share Posted October 1, 2014 (edited) I use x64 Blender version. This addon works perfectly.My addons go to:C:\Program Files\Blender Foundation\2.71\scripts\addons\io_object_mu-masterNote that below "Blender Foundation", it is "2.71", not "Blender".Here's the directory structure from the ZIP archive. Note, it, too, shows "2.71", not "Blender""C:\Program Files\blender-2.71-windows64\2.71\scripts\addons" Edited October 1, 2014 by Apollo13 Quote Link to comment Share on other sites More sharing options...
Markemp Posted October 10, 2014 Share Posted October 10, 2014 I'm in heaven. Just started making KSP videos, and importing KSP assets into Blender is exactly what I want to do! I've done a lot of work getting Cryengine assets into Blender.I'm hoping I can get some Kerbals in pretty soon. So much potential for making videos with those little guys! Quote Link to comment Share on other sites More sharing options...
Dungchunker Posted October 24, 2014 Share Posted October 24, 2014 I just upgraded to Blender 2.72b and the plugin states "there are missing script files" and wont let me activate the tool. I haven't had any issues with it being compatible before ( I always upgrade to the latest version of Blender). Is the Mu plugin going to made compatible with 2.72? No problem reverting if I need to, but the reason i was wondering is this version of Blender (2.72) is suppose to have improved Import/export options for FBX and was thinking this might affect the ability of the Mu plugin to potentially finally be able to import animations and such for KSP parts. Quote Link to comment Share on other sites More sharing options...
taniwha Posted October 25, 2014 Author Share Posted October 25, 2014 I need to update my blender install, I guess. Quote Link to comment Share on other sites More sharing options...
RockoRocks Posted October 26, 2014 Share Posted October 26, 2014 Hello,First I would like to thank the author of this Blender addon very much! I had been looking for this for a while. But I have a question.Is this still being worked on? Will there be a functionality to import whole crafts into Blender? I have been searching for a while for a method to get a 3D model of an entire KSP ship (and not just seperate parts). I know this is a bit off-topic; but if someone knows a way to export ships from the game to single 3D models, please tell me, that would be very nice! (I tried both 3D Ripper DX and Ninja Ripper but with no success).Thanks in advance Quote Link to comment Share on other sites More sharing options...
lo-fi Posted October 26, 2014 Share Posted October 26, 2014 Any pointers on using wheel.py please?I can get it to spit out collider values, but I can't figure out what arguments I need to give it to adjust the settings.Thanks for the Blender importer, it's absolutely invaluable!TIA Quote Link to comment Share on other sites More sharing options...
taniwha Posted October 27, 2014 Author Share Posted October 27, 2014 RockoRocks: It is on the back burner, but not abandoned. I work on Extraplanetary Launchpads, Modular Fuel Tanks, FreeEVA (low maintenance \o/), and a new one that hasn't been announced yet. As I need the exporter for various things that it can't do yet, rest assured that it's not dead yet.lo-fi: your best bet is to read Unity's documentation on wheel colliders, and then remember that Unity expects kg and N, but KSP gives it t and kN (thus the stock wheels are grossly incorrect). Quote Link to comment Share on other sites More sharing options...
lo-fi Posted October 27, 2014 Share Posted October 27, 2014 Hehe. Its the interface with the script I'm stuck on. I had a look in the code and found an adjust function, but I couldn't figure out what parameters to give it at command line to do anything other than spit out the collider info.I could work out that it wanted the name of the .mu as a parameter, and after looking at some python docs I still had a complete understanding fail for exactly what to do for anything else. Can I be really cheeky and ask for an example command for changing any parameter? I can work out the rest from there (unless I'm really missing something).Cheers! Quote Link to comment Share on other sites More sharing options...
taniwha Posted October 27, 2014 Author Share Posted October 27, 2014 lo-fi: the idea is you redirect the output to a file, edit it, then pass the file as an extra argument:python wheel.py wheel.mu > wheel.cfgvim wheel.cfgpython wheel.py wheel.mu wheel.cfgI found it easiest to just use KSP's config nodes (I already had the code to read them). Quote Link to comment Share on other sites More sharing options...
lo-fi Posted October 27, 2014 Share Posted October 27, 2014 Oh! That makes total sense now Thank you, really appreciate it. Quote Link to comment Share on other sites More sharing options...
Night Lone Posted October 29, 2014 Share Posted October 29, 2014 just curious, is this planned to (hopefully) exclude Unity in the Blender->Unity->KSP Cycle? or will there still be some need of unity after all of this is done? Quote Link to comment Share on other sites More sharing options...
sumghai Posted October 29, 2014 Share Posted October 29, 2014 just curious, is this planned to (hopefully) exclude Unity in the Blender->Unity->KSP Cycle? or will there still be some need of unity after all of this is done?Unity is still important for properly configuring animations, engine/RCS thrust transforms and shaders. Quote Link to comment Share on other sites More sharing options...
Night Lone Posted October 29, 2014 Share Posted October 29, 2014 Unity is still important for properly configuring animations, engine/RCS thrust transforms and shaders.Darn... I have limited internet and Unity doesn't like my internet, or my internet doesn't like it, don't know which...I'm playing around with it though, would be awesome if I can make some parts with it without unity Quote Link to comment Share on other sites More sharing options...
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