taniwha Posted November 30, 2020 Author Share Posted November 30, 2020 The message and colliders/nodes being the only things in your model are unrelated. First the message: your mesh as N-gons. There are two recommended fixes for this: Find the N-gons and convert to quads or triangles (depends on edge count) Add a Triangulate modifier to the offending mesh object (name is in the message, so Body) 1 is generally better modeling, but if it's something like a cylinder end cap, or you've done a lot of non-destructive modeling, 2 is far more convenient and more importantly preserves any non-destructive workflow. As for the contents of your model: make sure you have the root object selected when you export: the export button/menu option uses the currently selected object as the root of your model and exports that and all child objects. It does not go up the hierarchy to find the actual root. This is by design as it gives more flexibility. If you want a little more convenience, take a look at mass-export.py in the addon's directory (instructions are in the file). Quote Link to comment Share on other sites More sharing options...
Delta dart Posted December 9, 2020 Share Posted December 9, 2020 Would it be possible to 3d print these? Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 10, 2020 Author Share Posted December 10, 2020 It should be. I think there are reports of success throughout the thread. Quote Link to comment Share on other sites More sharing options...
Concodroid Posted December 10, 2020 Share Posted December 10, 2020 (edited) On 11/25/2020 at 2:03 AM, taniwha said: Why would you do that? StandardShader has Principled inside it (select it and hit tab). However, if any of the materials are not to your liking, it's quite possible to create your own: simply create the material node setup, export it (there's a button in the mu material properties), then put your new material (a cfg file) into io_object_mu/shader. in combination with setting up a preset, it's possible to support custom shaders. I must be missing some instruction somewhere, but... I've been taking part in Scott Manley's Runway project and I'm using your tools for KSP renders, and the only way I could get it to properly display materials was with the above method Edited December 10, 2020 by Concodroid Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 11, 2020 Author Share Posted December 11, 2020 4 hours ago, Concodroid said: I must be missing some instruction somewhere, but... The only thing you're missing is all the preceding posts saying that's the current solution (without going in and editing the ahader cfg files). Quote Link to comment Share on other sites More sharing options...
Concodroid Posted December 15, 2020 Share Posted December 15, 2020 On 12/10/2020 at 7:23 PM, taniwha said: The only thing you're missing is all the preceding posts saying that's the current solution (without going in and editing the ahader cfg files). I thought so. Quote Link to comment Share on other sites More sharing options...
ksper Posted December 21, 2020 Share Posted December 21, 2020 How do I find the script/addons folder? Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 21, 2020 Author Share Posted December 21, 2020 Windows or Mac, no idea. Liniux: ~/.config/blender/<version>/scripts/addons Quote Link to comment Share on other sites More sharing options...
Frostydog1793 Posted December 29, 2020 Share Posted December 29, 2020 I cant seem to export it as an STL file. When I do it just becomes a pile of non-connected parts clipping inside of each other. Image here: My Best KSP Rocket Yet! - Imgur Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 29, 2020 Author Share Posted December 29, 2020 I have no idea how STL export works. However, one thing to try is exporting your imported craft as a mu, then importing that mu and exporting the result. Quote Link to comment Share on other sites More sharing options...
Concodroid Posted January 1, 2021 Share Posted January 1, 2021 On 12/29/2020 at 10:47 AM, Frostydog1793 said: I cant seem to export it as an STL file. When I do it just becomes a pile of non-connected parts clipping inside of each other. Image here: My Best KSP Rocket Yet! - Imgur I imported the craft, hit "make instances real", deleted whatever parts were too fiddly, and highlighted the entire craft and exported it as an stl. Quote Link to comment Share on other sites More sharing options...
Grande1900 Posted January 9, 2021 Share Posted January 9, 2021 Can you update it for 2.9 please Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 10, 2021 Author Share Posted January 10, 2021 @Grande1900You put too much stock in thread titles. It has been working on 2.9 since before 2.9 was released (deved on blender git). Quote Link to comment Share on other sites More sharing options...
UltraGeek Posted January 11, 2021 Share Posted January 11, 2021 Please can someone help me? I have ksp blender and this addon and whenever I try to import a craft I get a FileNotDoundError: [WinError3] The system cannot find the path specified: ' ' I've been looking for hours on how to fix it but I can't seem to getit to work Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 12, 2021 Author Share Posted January 12, 2021 @UltraGeekIt's mentioned several times throughout this thread but your problem is most likely that you have not set your KSP GameData path in blender via the options panel where you enabled the addon (you'll have to open the panel as it is collapsed by default). Quote Link to comment Share on other sites More sharing options...
UltraGeek Posted January 13, 2021 Share Posted January 13, 2021 (edited) On 1/12/2021 at 2:13 AM, taniwha said: @UltraGeekIt's mentioned several times throughout this thread but your problem is most likely that you have not set your KSP GameData path in blender via the options panel where you enabled the addon (you'll have to open the panel as it is collapsed by default). thx now I feel kinda embaraced for missing that, btw great job with the addon Edit: now I'm getting this error Python: Traceback (most recent call last): File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu-master\import_craft\import_craft.py", line 106, in execute return import_craft_op(self, context, **keywords) File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu-master\import_craft\import_craft.py", line 80, in import_craft_op obj = import_craft(filepath) File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu-master\import_craft\import_craft.py", line 60, in import_craft part = gamedata.parts[pname].get_model() File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu-master\import_craft\part.py", line 64, in get_model self.cfg, loaded_parts_collection()) File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu-master\model\model.py", line 49, in compile_model obj = mdl.instantiate(f"{name}:submodel", position, rotation, scale) AttributeError: 'NoneType' object has no attribute 'instantiate' location: <unknown location>:-1 Edited January 13, 2021 by UltraGeek Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 14, 2021 Author Share Posted January 14, 2021 @UltraGeek Unfortunately, there aren't any clues in there to help find the problem part (not your fault, python's), After looking at the code in the area suggested by the exception and doing a quick test on my system, I suspect that either the model referenced by the MODEL node is missing, or it has the wrong case: while windows is case-insensitive, linux (what I use all the time) is not, and nor is the database. Quote Link to comment Share on other sites More sharing options...
UltraGeek Posted January 14, 2021 Share Posted January 14, 2021 (edited) I ran into an other issue(the last one was caused by me not following the install guide and setting the game's folder not the gamedata folder) Python: Traceback (most recent call last): File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu\import_craft\import_craft.py", line 106, in execute return import_craft_op(self, context, **keywords) File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu\import_craft\import_craft.py", line 80, in import_craft_op obj = import_craft(filepath) File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu\import_craft\import_craft.py", line 44, in import_craft gamedata = GameData(Preferences().GameData) File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu\import_craft\gamedata.py", line 140, in __init__ self.models = Model.Preloaded() File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu\model\model.py", line 95, in Preloaded preloaded = Model(None, url) File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu\model\model.py", line 106, in __init__ obj, mu = import_mu(model, path, False, False) File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu\import_mu\import_mu.py", line 199, in import_mu if not mu.read(filepath): File "C:\Users\HunKr\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_object_mu\mu.py", line 1181, in read self.file = open(filepath, "rb") TypeError: expected str, bytes or os.PathLike object, not NoneType location: <unknown location>:-1 I've seen that someone has had this issue and they've posted what they did to fix it but it's not too clear what they did to fix it. Edited January 14, 2021 by UltraGeek Quote Link to comment Share on other sites More sharing options...
desert Posted February 18, 2021 Share Posted February 18, 2021 (edited) Hi, I'm trying to use Blender to rotate an imported part, and the rotation doesn't seem to save. When I export the rotated part and import it again, it again gets the initial orientation UPD: The issue was with animation, it reset the whole model back. Had to delete it and make a new animation for new orientation Edited February 19, 2021 by desert Quote Link to comment Share on other sites More sharing options...
Camelhairs06 Posted February 21, 2021 Share Posted February 21, 2021 Hi. I'm trying to Export a part and I'm getting an error message. I'm using blender 2.91. Python: Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\operators.py", line 81, in execute return export_mu(self, context, **keywords) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\operators.py", line 34, in export_mu mu = export.export_object (context.active_object, filepath) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 173, in export_object mu.obj = make_obj(mu, obj, "") File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 116, in make_obj return make_obj_core(mu, obj, path, muobj) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 105, in make_obj_core child = make_obj(mu, o, path) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 116, in make_obj return make_obj_core(mu, obj, path, muobj) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 105, in make_obj_core child = make_obj(mu, o, path) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 116, in make_obj return make_obj_core(mu, obj, path, muobj) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 105, in make_obj_core child = make_obj(mu, o, path) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 116, in make_obj return make_obj_core(mu, obj, path, muobj) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 105, in make_obj_core child = make_obj(mu, o, path) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 116, in make_obj return make_obj_core(mu, obj, path, muobj) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\export.py", line 84, in make_obj_core muobj = type_handlers[type(obj.data)](obj, muobj, mu) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\mesh.py", line 316, in handle_mesh muobj.shared_mesh = make_mesh(mu, obj) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\mesh.py", line 234, in make_mesh mumesh = make_mumesh(mesh, submeshes, vertex_data, vertex_map, num_verts) File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_object_mu\export_mu\mesh.py", line 204, in make_mumesh if tangents[0] != None: IndexError: list index out of range location: <unknown location>:-1 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 25, 2021 Share Posted February 25, 2021 @taniwha I've been trying to load a craft file into Blender using your plugin. For tests, I used KerbalX from KSP 1.10.1. It loads, but is then totally uneditable. The parachute is there, but it's just one big mass. I'm trying to see if I can get an STL file from Blender to run through a 3d printer. Any ideas? Quote Link to comment Share on other sites More sharing options...
Opteryx Posted February 25, 2021 Share Posted February 25, 2021 When coupled with .jbeam exporter for BeamNG.drive, this means I can import car models into KSP. My intentions are clear. Quote Link to comment Share on other sites More sharing options...
En3rgY Posted February 27, 2021 Share Posted February 27, 2021 my blender just crashes when i apply an mu mesh collider Quote Link to comment Share on other sites More sharing options...
Hugo737 Posted March 9, 2021 Share Posted March 9, 2021 Hello, I have some trouble using this addon. I'm running the latest version of Blender, as I just updated it before installing the addon (from github). Here's what I get when trying to import a .craft file : bpy.ops.import_object.ksp_craft(filepath="C:\\Users\\Hugo\\Desktop\\_Geost__1.craft") bpy.ops.outliner.item_activate(extend=False, deselect_all=True) bpy.ops.outliner.delete(hierarchy=True) bpy.ops.outliner.item_activate(extend=False, deselect_all=True) Python: Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu\import_craft\import_craft.py", line 106, in execute return import_craft_op(self, context, **keywords) File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu\import_craft\import_craft.py", line 80, in import_craft_op obj = import_craft(filepath) File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu\import_craft\import_craft.py", line 44, in import_craft gamedata = GameData(Preferences().GameData) File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu\import_craft\gamedata.py", line 146, in __init__ self.create_db() File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu\import_craft\gamedata.py", line 129, in create_db recurse_tree(self.root, self.build_db) File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\addons\io_object_mu\import_craft\gamedata.py", line 29, in recurse_tree files = os.listdir(path) FileNotFoundError: [WinError 3] Le chemin d’accès spécifié est introuvable: '' location: <unknown location>:-1 Thanks in advance for your help. Hugo. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 9, 2021 Share Posted March 9, 2021 1 hour ago, Hugo737 said: I have some trouble using this addon. I'm running the latest version of Blender, as I just updated it before installing the addon (from github). Here's what I get when trying to import a .craft file : Did you specify the GameData directory in the settings for the plugin? Quote Link to comment Share on other sites More sharing options...
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