The Brazilian Luigi Posted November 9, 2021 Share Posted November 9, 2021 Now that I know how to import, I wonder How do I export without breaking the file, onto a file type usable with 3D printers Quote Link to comment Share on other sites More sharing options...
ColdJ Posted November 9, 2021 Share Posted November 9, 2021 5 hours ago, The Brazilian Luigi said: Now that I know how to import, I wonder How do I export without breaking the file, onto a file type usable with 3D printers Save as an .STL in the Export as section. Your model won't retain things specific to KSP in that form but all the 3d modeling will. You can do the reverse to import but beware, usually STL are much larger models and have more vertices than the KSP engine can handle, also they can't be exported as a .mu and turn back up as a 3d model unless you assign materials to them (texture file.). Quote Link to comment Share on other sites More sharing options...
Voyager15 Posted November 9, 2021 Share Posted November 9, 2021 I've been able to import the vast majority of my craft fine. However, I've been running into an issue with a craft that uses breaking ground, error below. I've been able to import the vast majority of BG parts without issue, but the one here that refuses to import is a turboprop that was added later. BG was introduced 1.7.1, while this part was introduced 1.7.3, if that has anything to do with the error. Any idea on the problem? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 9, 2021 Share Posted November 9, 2021 2 hours ago, Voyager15 said: I've been able to import the vast majority of BG parts without issue, but the one here that refuses to import is a turboprop that was added later. BG was introduced 1.7.1, while this part was introduced 1.7.3, if that has anything to do with the error. Any idea on the problem? Are you sure you have the right gamedata specified in the config? I wonder if you might be pointing to a 1.7.1 or 1.7.2 install Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 9, 2021 Share Posted November 9, 2021 (edited) @ColdJ wondering if you can help. I have a problem importing some craft files. I'll show the problem with the stock KerbalX: Spoiler The problem is that it's all one thing, I want to delete the parachute at the top of the craft, but can't figure out how to do it Edited November 9, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Voyager15 Posted November 9, 2021 Share Posted November 9, 2021 1 hour ago, linuxgurugamer said: Are you sure you have the right gamedata specified in the config? I wonder if you might be pointing to a 1.7.1 or 1.7.2 install It should be the latest install, otherwise I wouldn't have been able to load the craft in the game. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted November 9, 2021 Share Posted November 9, 2021 (edited) 2 hours ago, linuxgurugamer said: The problem is that it's all one thing, I want to delete the parachute at the top of the craft, but can't figure out how to do it Thanks to the wisdom of @Concodroid. For the benefit of others as @linuxgurugamer now knows. Here is a simple import of the stock KerbalX.craft file to remove it's chute and make it a 3d printable file format that could also be potentially then exported as a solid .mu to be used as static. Make sure your folder pathway is set to GameData for the .mu pluging under the preferences section. Go to Kerbal Space Program\Ships\VAB\ using the import KSP craft files option and get the KerbalX.craft file. Use the picture to see where the Make Instances Real option is and click it. You will now have a long list on the right and you want to find section canopy.001 With just it highlighted you want to right click it and left click delete hierachy. This will remove the chute. You then want to use the box or lasso select to highlight everything at once by putting it around the entire model. Once everything is highlighted go over to the File drop down, go down to Export and choose as an STL, give it a name and save. Start new to clear everything and then Import STL back in your saved file. You should now have a solid model of the KerbalX. Remember to assign a Materials file and put it under a heirachy before trying to export as a .mu to use as a static. I don't yet know how to create those from scratch, so I import a simple .mu model, Grab the new model in the list and drag and drop it into the other models top heirachy, once over the the section you want to drop into, hold Shift, the section will go darker, then just release the mouse button to drop it in. Once in , make sure it is highlighted, then go down to the materials section (circle that is quartered into to brown triangles, a yellow and a white) Click the drop down and choose a name from the list(the list is from the materials of the model you are adding in to.) Delete only the model info in the heirachy from the simple model you are using for it's heirachy, not the top of the heirachy and then making sure the top of the heirachy is the highlighted part, export as a .mu file. Clear using New project option. Say no to save project as a blend etc, then import the export you just made and check that everything is as you expect. If yes the you can add a simple box collider as it is only a static, before exporting it again. Hope this helps. Edited November 10, 2021 by ColdJ New info Quote Link to comment Share on other sites More sharing options...
Concodroid Posted November 10, 2021 Share Posted November 10, 2021 28 minutes ago, ColdJ said: If not give me the link to the model and I will see what I can do. does BForArtists not have Make Instances Real? 1 hour ago, linuxgurugamer said: @ColdJ wondering if you can help. I have a problem importing some craft files. I'll show the problem with the stock KerbalX: Reveal hidden contents The problem is that it's all one thing, I want to delete the parachute at the top of the craft, but can't figure out how to do it If you have Make Instances Real under Apply, under Object, that's what you want to use. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted November 10, 2021 Share Posted November 10, 2021 2 minutes ago, Concodroid said: does BForArtists not have Make Instances Real? If you have Make Instances Real under Apply, under Object, that's what you want to use. Would love more info on what that would do to solve the parachute problem. I am self taught and only know what I have figured out through experimentation, That is why I would very much like your video with clear explanations, so that I can learn new things. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2021 Share Posted November 10, 2021 33 minutes ago, ColdJ said: give me the link to the mode Just the stock KerbalX, I'm using it as a learning experience Quote Link to comment Share on other sites More sharing options...
ColdJ Posted November 10, 2021 Share Posted November 10, 2021 1 minute ago, linuxgurugamer said: Just the stock KerbalX, I'm using it as a learning experience Oh, the KSP model. I always confuse that with the craft sharing site. No worries. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2021 Share Posted November 10, 2021 8 minutes ago, Concodroid said: does BForArtists not have Make Instances Real? If you have Make Instances Real under Apply, under Object, that's what you want to use. I have both BForArtists and Blender, don't care which I use as long as one works Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2021 Share Posted November 10, 2021 20 minutes ago, Concodroid said: If you have Make Instances Real under Apply, under Object, that's what you want to use. This worked, Thank You!!! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted November 10, 2021 Share Posted November 10, 2021 23 minutes ago, linuxgurugamer said: This worked, Thank You!!! Thanks to the excellent advice of @Concodroid I am going to erase and replace what I posted earlier, with pictures. I hadn't imported a craft file before and didn't know you couldn't manipulate it as a 3d model without the "Make instance real" function. As you know now, it made it easy to remove the chute. I then saved it as an .stl to simplify it as something that could be 3d printed or exported as .mu (once put in a heirachy and given a materials property) to be used as a static. Quote Link to comment Share on other sites More sharing options...
Concodroid Posted November 10, 2021 Share Posted November 10, 2021 (edited) 43 minutes ago, linuxgurugamer said: This worked, Thank You!!! Excellent! 13 minutes ago, ColdJ said: Thanks to the excellent advice of @Concodroid I am going to erase and replace what I posted earlier, with pictures. I hadn't imported a craft file before and didn't know you couldn't manipulate it as a 3d model without the "Make instance real" function. As you know now, it made it easy to remove the chute. I then saved it as an .stl to simplify it as something that could be 3d printed or exported as .mu (once put in a heirachy and given a materials property) to be used as a static. Yeah I had that in my tutorial, it's plainly evident I need those timestamp descriptions and something else to explain what I'm doing 5 hours ago, Voyager15 said: Any idea on the problem? No, but you'll probably need to import it manually Edited November 10, 2021 by Concodroid Quote Link to comment Share on other sites More sharing options...
The Brazilian Luigi Posted November 10, 2021 Share Posted November 10, 2021 11 hours ago, ColdJ said: Use the picture to see where the Make Instances Real option is and click it. Sir How do I phrase this WOOOOOO YAAY I CAN NOW DELETE SINGLE PARTS Quote Link to comment Share on other sites More sharing options...
Voyager15 Posted November 12, 2021 Share Posted November 12, 2021 On 11/9/2021 at 5:15 PM, Concodroid said: No, but you'll probably need to import it manually Importing the part manually definitely worked. Now I've got a new, unrelated error for a different model. It doesn't seem to specify what part is not importing correctly, unless I'm not reading it correctly. Do any of you have additional ideas? Quote Link to comment Share on other sites More sharing options...
Concodroid Posted November 15, 2021 Share Posted November 15, 2021 On 11/12/2021 at 3:25 PM, Voyager15 said: Importing the part manually definitely worked. Now I've got a new, unrelated error for a different model. It doesn't seem to specify what part is not importing correctly, unless I'm not reading it correctly. Do any of you have additional ideas? Try restarting Quote Link to comment Share on other sites More sharing options...
Voyager15 Posted November 16, 2021 Share Posted November 16, 2021 5 minutes ago, Concodroid said: Try restarting I did. I'm aware that you need to restart blender every time you import a model; however, I'm getting this error on the first time I try to import the model. Quote Link to comment Share on other sites More sharing options...
Concodroid Posted November 16, 2021 Share Posted November 16, 2021 3 hours ago, Voyager15 said: I did. I'm aware that you need to restart blender every time you import a model; however, I'm getting this error on the first time I try to import the model. Try making sure your directory is pointed correctly, it might have been reset accidentally Quote Link to comment Share on other sites More sharing options...
Voyager15 Posted November 16, 2021 Share Posted November 16, 2021 (edited) 1 hour ago, Concodroid said: Try making sure your directory is pointed correctly, it might have been reset accidentally I managed to narrow down the issue, all other models appear to import fine with the exception of the 460mm triple turret from the NAS mod. https://cdn.discordapp.com/attachments/666415012549492788/910019095439745045/model.mu Can't seem to figure out what is wrong. This is the only model that refuses to import at all; I've been successful importing entire craft, and when that failed I imported the craft with the mod pieces taken off and separately imported the mod part models. However, this turret here is relentless. The error I get every time is AttributeError: 'NoneType' object has no attribute "parent' location: <unknown location>:-1 Edit 2: Okay, so it wasn't a problem with only one part. A large volume of the big NAS turrets simply won't import... I might need to go directly to the mod maker to get those parts. Edited November 16, 2021 by Voyager15 adding info Quote Link to comment Share on other sites More sharing options...
FoxSpace Posted November 24, 2021 Share Posted November 24, 2021 (edited) Buen mod y lo recomiendo Quote Good mod and I recommend it Edited November 24, 2021 by Vanamonde Please post in English when not using the International subforums. Quote Link to comment Share on other sites More sharing options...
MrPoker Posted December 11, 2021 Share Posted December 11, 2021 Hi my .MU file is not exporting at real size. I exported 2 format. (FBX and MU). it appears as FBX is 9MB but the MU is 289Kb. Any ideas how to fix this? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 11, 2021 Share Posted December 11, 2021 @taniwhaAny chance to get this updated for the latest version of Blender? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted December 12, 2021 Share Posted December 12, 2021 23 hours ago, MrPoker said: Hi my .MU file is not exporting at real size. I exported 2 format. (FBX and MU). it appears as FBX is 9MB but the MU is 289Kb. Any ideas how to fix this? Different file formats store data differently and may be quite different in size. The size of the .mu is not a problem, whether it loads up properly after you have saved it is the what is important. Quote Link to comment Share on other sites More sharing options...
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