Stone Blue Posted January 18, 2020 Share Posted January 18, 2020 (edited) On 9/13/2019 at 10:38 PM, linuxgurugamer said: Ok, so back to my original problem. Blender 2.80, and the plugin cloned today I'm importing a tank into Blender. I rename the main object So far, so good. To export, I select the collection, and then do the export. But when I load this into KSP, the tank is on it's side What can I do to fix this? Thanks in advance Ditto, except i am using the last version for 2.79 (*in* Blender 2.79b), from the branch master. Part in the background is a Procedural fairing part, and oriented correctly. I imported that .mu, and just changed the material/textures... Export to .mu, and *my* part (foreground) is oriented incoreectly. I've tried rotating it around in Blender (everything from the parent transform at the top of the hierarchy, down to just the mesh itself), and no matter how I orient it in Blender, it keeps exporting *this exact same way*... vOv Also, once the part is selected and attached, it can no longer be selected (not even highlited)... so i guess the collider is not exporting properly. I did not add colliders using the Import Tool... Just left the existing colliders as-is... I assume you *have* to redo the colliders with the Tool?... I also recall something to do with code changes to handle existing colliders on export, *if* the object name was changed, to something like "_coll", or something? I tried appending both _coll and .coll, neither seemed to work ... vOvhttps://imgur.com/il2f0HM EDIT: Also, @taniwha when I go into User Prefs under the Mu Importer, I'm gettin an err that the shaders cant be loaded when browsing to my GameData folder. Is this because I'm on 2.79 Blender/Blender Import, using a KSP 1.8.1 install?.. or?... vOv I know shaders were changed in 1.8.+, right? EDIT2: Actually, still get the err with Blender 2.79b, Import Tool for 2.79 (from branch, dated 19-01-30), and KSP 1.7.3. I know you're not supporting 2.79 builds, so just wondering if theres a known, quick answer... no need to look into it on my behalf. EDIT3: well, it seems I was able to compensate for the rotation thing, by adding this rotation key to the MODEL node: Quote MODEL { model = <folder>/Assets/Aero/<model_name> rotation = 0, 180, 0 } Edited January 19, 2020 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 31, 2020 Share Posted January 31, 2020 (edited) @taniwha , or anyone thats had luck with my issue... Frist, sorry if this has been brought up before. I *did* read back about a half-dozen pages, and couldnt find anything. Anyway, I work a lot with models from old mods. And I have *never* been able to get simple emissive animations to export correctly, either on the 2.79 *or*, currently the 2.8 build. I dont know if there's something I'm missing, or if its something with the Importer/Exporter... ?? vOv EDIT: So, I just figured out the last piece (among others I wont go into), on why my emissive animations werent working in KSP after export. Yup... something completely dumb on my part... At least using 2.81 (which I am still not really very well aquainted with), for some reason, I found an emissive color setting that was somehow changed, and overriding an emissive color setting, elsewhere that I was messing with. Sorry for the unecessary tag Taniwha... Edited January 31, 2020 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Barar Posted February 15, 2020 Share Posted February 15, 2020 Hi @Stone Blue, Which issue are you trying to resolve? Is it the export model orientation or making the fairing collider? If you could provide the model or blender file for download. I could take a look and orient it properly and you could review it. Quote Link to comment Share on other sites More sharing options...
Barar Posted February 17, 2020 Share Posted February 17, 2020 (edited) Just figuring out some items Edited February 17, 2020 by Barar Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted February 23, 2020 Share Posted February 23, 2020 (edited) On 7/30/2013 at 12:41 PM, taniwha said: NOTE 2: Blender won't load the plugin if the directory name has periods in it, so if the resulting directory has periods in it, you will need to rename it. However, thanks to @Snark, here are some installation instructions: Clone the github repo Copy the entire folder (io_object_mu) into Blender's scripts/addons folder Start Blender Go to Edit -> Preferences... -> Add-ons. Find "Import-Export: Mu model format (KSP)" in the list Check the checkbox next to it Click "Save User Settings" If you go to the File -> Import menu, it now has "KSP Mu" and "KSP Craft" in the list. finally remembered that even though my grand-potato can't run 2.8, it can run 2.79 so going to install this and the path is 'C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_object_mu" - right fro above quoted directions; all good - except there is a period in the path.. what am I missing? got it working - ignore the error messages and all will be fine. Edited February 24, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted February 25, 2020 Share Posted February 25, 2020 I think this is the second or third time I'm asking this, considering that MAYA supports python, is there a chance that some of you guys who are familiar with python, make a version for MAYA too? if you don't know why I'm asking this, MAYA is tons better than Blender and much easier to handle modeling stuff with lots of features that will make a modeler's life easier. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted February 26, 2020 Share Posted February 26, 2020 (edited) what would be great is export to .mu --- skipping unity altogether. for when you just want to jiggeramalit with a .mu wait a minute - I see it. Edited February 26, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Lucas3214 Posted February 26, 2020 Share Posted February 26, 2020 Is this add-on working on MacOS (Mojave), I cant enable the add-on in Blender(2.79b) Quote Link to comment Share on other sites More sharing options...
Lucas3214 Posted February 26, 2020 Share Posted February 26, 2020 28 minutes ago, Lucas3214 said: Is this add-on working on MacOS (Mojave), I cant enable the add-on in Blender(2.79b) I got it working in 2.82, Thank you, Great stuff The uv seems to be inverted? by scaling -1 i can fix it, but which part of the code is for that? Quote Link to comment Share on other sites More sharing options...
Lucas3214 Posted February 27, 2020 Share Posted February 27, 2020 Is there any possible way to transfer the engine flame (ejected high speed combusted fuel+oxidiser) FX into blender? Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 28, 2020 Author Share Posted February 28, 2020 @Lucas3214: I don't know how to do particles, so import/export not supported yet. @Jiraiyah; Careful there, Maya is neither better nor worse than Blender, just different and what you prefer. I don't know Maya, so I can't help you with that, but if you decide to take the plunge, I can help you with the ins-and-outs of mu.py (which, other than converting between left-handed and right-handed, is independent of Blender). Quote Link to comment Share on other sites More sharing options...
Lucas3214 Posted February 28, 2020 Share Posted February 28, 2020 (edited) @taniwhaThe uv of the imported parts are inverted? is it possible to fix it? Also import craft does't work for me as well Edited February 28, 2020 by Lucas3214 Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 28, 2020 Author Share Posted February 28, 2020 @Lucas3214: No the UVs are not inverted, the dds image is inverted. And the blender devs rejected my patches to make it easy to invert the images in blender Import craft needs you to set the KSP game data path in the addon's settings panel (point it at GameData, not just the KSP root directory) Quote Link to comment Share on other sites More sharing options...
Lucas3214 Posted February 28, 2020 Share Posted February 28, 2020 (edited) There is a new error now, IndexError of a string value? Edited February 28, 2020 by Lucas3214 Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 28, 2020 Author Share Posted February 28, 2020 Actually, I'm not so sure about the UVs now. Ah, it appears the blender node API has moved yet again. Quote Link to comment Share on other sites More sharing options...
Lucas3214 Posted February 28, 2020 Share Posted February 28, 2020 I can program with python(OK-ish level), and I have 134hrs on Blender, but i never touched blender python... Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 28, 2020 Author Share Posted February 28, 2020 It's a good way to push your python skills Quote Link to comment Share on other sites More sharing options...
Lucas3214 Posted February 29, 2020 Share Posted February 29, 2020 There is a new error now, IndexError of a string value? when importing craft? Quote Link to comment Share on other sites More sharing options...
Tranquil Posted March 4, 2020 Share Posted March 4, 2020 (edited) Hi, can you please help. I cannot figure out which one I should download from the GitHub site. Nothing else than the GitHub desktop seems to work anyway. Or do I need this? Sorry for this question, could solve it on my own ☺ as i try to activate the addon in blender it says there is a syntax error: SyntaxError: invalid syntax Edited March 5, 2020 by Tranquil Quote Link to comment Share on other sites More sharing options...
Starseeker Posted March 14, 2020 Share Posted March 14, 2020 Does the 2.79 branch include support for loading .craft files? Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 18, 2020 Author Share Posted March 18, 2020 @Alex33212: it does, but I don't remember how well Quote Link to comment Share on other sites More sharing options...
Starseeker Posted March 20, 2020 Share Posted March 20, 2020 @taniwha Well, on some of the 1.8.1 stock craft it kinda works, and is able to read which parts are attached to which... however, it only imports a bunch of empty objects, and none of the actual models. I guess I'll see if I can get Blender 2.8 working, and try it on that Quote Link to comment Share on other sites More sharing options...
Starseeker Posted March 20, 2020 Share Posted March 20, 2020 Alright, got it working in 2.8; however, it imports the craft as one object, and I can't figure out how to remove all the unwanted meshed & stuff (colliders, unused alternate models, unused shrouds, semi-deployed chute models, etc). On 2/22/2019 at 6:27 PM, taniwha said: This is by design as it allows for easy manipulation of whole craft. However, it is still possible to edit the craft even down to individual meshes... In blender's outliner (upper right corner panel in the default layout), select "Scenes" in the second dropdown (defaults to View Layers, looks a little like a pile of photos), just to the left of the search box. Click on the mu_utils scene to switch to it, and also open it by clicking its triangle. In there, you will find Scene Collection: open it. Under that, there is craft_collection, which is where the assembled craft is stored (in its own collection under craft_collection). You will have to enable display and selection for the collection. You will also find loaded_parts which stores assembled parts (some parts are built from multiple models) and loaded_models (the actual models as loaded from .mu files). Yeah, this does seem involved, but it's all about keeping the stuff organized in blender. BTW, when working with individual .mu files (importing or creating), you may also find a collider_gizmos collection in mu_utils. This is for the gizmos used to display primitive collider types (sphere, capsule, box and wheel). Found this reply you'd made, but got stuck on "enable display and selection for the collection"; there doesn't seem to be an option to do so anywhere. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 20, 2020 Author Share Posted March 20, 2020 @Alex33212: you can get at even the individual sup-models via the collections. When you import, all the parts and sub-parts are hidden and you're presented with the craft as a single object. You will probably need to enable most of the collection filter options. Quote Link to comment Share on other sites More sharing options...
Starseeker Posted March 20, 2020 Share Posted March 20, 2020 6 hours ago, taniwha said: @Alex33212: you can get at even the individual sup-models via the collections. When you import, all the parts and sub-parts are hidden and you're presented with the craft as a single object. You will probably need to enable most of the collection filter options. How do I do that? Quote Link to comment Share on other sites More sharing options...
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