Wolf Baginski Posted September 10, 2015 Share Posted September 10, 2015 This sounds similar to a problem with models for the Poser program. Sharp edges are softened in rendering, and the answer is not two distinct parts but an extra narrow row of polygons. The downside is more polygons, which slows rendering (a general rule of CGI). But I wonder if we're both a little misled through use of the standard jargon. My experience is that UV maps are defined by the vertices and the connections between them (lines) which define the polygons. The X,Y,Z triplets of the model are mapped onto the U,V coordinates used by a texture. Since the lines in 3-space and 2-space are obviously different, likewise the polygons (usually triangles) they're stored as the vertices.Since real-life objects are not defined by flat polygons, various interpolation methods are used. An example of this is Phong Shading and it's worth noting that some of these shaders depend on vertices, not lines. They've been used for animated chrome spheres since the earliest days of computer graphics.The vertex normals are derived from the average of the normals of the polygons including the vertex, and that's what messes up sharp edges. A boundary edge, such as you describe, should give a sharp edge. If Unity uses a weighted averageâ€â€such as bigger polygons having more influenceâ€â€the method I'm used to should work. Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted September 10, 2015 Share Posted September 10, 2015 Wuwuk; when you export your model, make sure you have the root object selected (always an empty, often called GameObject in stock models). ie, when you grab the one object, all other objects of the model move with it.When adding meshes, ensure they are parented to the root object, or some other object already in the hierarchy. For best results, clear the parent inverse transform (alt-p, clear parent inverse transform). You may need to reposition and reorient your new mesh.Also, what part is giving you problems? Not all animations are supported yet, only location, rotation and scaling right now.Thanks, now I understood the first question. Now I will deal with the second . Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted September 11, 2015 Share Posted September 11, 2015 (edited) If I create a new part in Blender Root object (empty) is created when I export part to .mu? Or it must be create for myself (how?)? Edited September 11, 2015 by Wuwuk Quote Link to comment Share on other sites More sharing options...
taniwha Posted September 11, 2015 Author Share Posted September 11, 2015 You must create it yourself. Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted September 15, 2015 Share Posted September 15, 2015 (edited) Why texture imported into the blender rotated 180 degrees, and mirrored horizontally (relative to the UV MAP)? How make based on their the UV MAP for the new mesh?Rotate the UV MAP on 180 degrees, reflect and move? Edited September 15, 2015 by Wuwuk Quote Link to comment Share on other sites More sharing options...
taniwha Posted September 15, 2015 Author Share Posted September 15, 2015 Wuwuk: it's not. It's flipped vertically (same thing really, but simpler). As to why: probably the image needed flipping and I didn't realize it. What's the texture format? dds? Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted September 15, 2015 Share Posted September 15, 2015 Wuwuk: it's not. It's flipped vertically (same thing really, but simpler). As to why: probably the image needed flipping and I didn't realize it. What's the texture format? dds?Yes, DDS. Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted September 17, 2015 Share Posted September 17, 2015 I created a simple model (two mesh) in Blender, added Collider, UV map, material and texture.Added empty and export all in mu. Created CFG file. But KSP is stopped when boot my part. What am i doing wrong? Here's a link to my mod and blend file:https://drive.google.com/open?id=0B9Xq8cdv26bQekZIMkxYZlUzU0k Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted September 17, 2015 Share Posted September 17, 2015 (edited) I had to install Unity, with him it worked the first time. But that extra 7 GB on HDD . I would like to do without the Unity. Edited September 17, 2015 by Wuwuk Quote Link to comment Share on other sites More sharing options...
taniwha Posted September 17, 2015 Author Share Posted September 17, 2015 I'll take a look at your model when I get home from work tonight. Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted September 17, 2015 Share Posted September 17, 2015 I'll take a look at your model when I get home from work tonight.Ok, thanks. Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted September 21, 2015 Share Posted September 21, 2015 Do not waste your time on my model . I'm currently working in Blender and Unity, it's easier and more understandable. Mu plugin I will use to import. Quote Link to comment Share on other sites More sharing options...
Cryocore Posted November 5, 2015 Share Posted November 5, 2015 Im not sure if this has been posted before, and so I apologize if it has. But, when I import a model into Blender, everything seems fine, but when I export as an FBX and then import it into C4D there is only one material and so any object that uses another material has it's texture all messed up. Any thoughts? Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted November 22, 2015 Share Posted November 22, 2015 (edited) I folks, I'm highly computer-literate but a total noob to Blender. I managed to install the addon and import a stock mu file (Size2LFB.mu). I can see the mesh (outline). Any tips on getting the textures to show up? [s]Also any idea what the extra node_attach in this part's cfg is for (at x=1.304782, y=0, z=0)?[/s] Edited November 23, 2015 by Fwiffo Quote Link to comment Share on other sites More sharing options...
taniwha Posted November 22, 2015 Author Share Posted November 22, 2015 [B]Fwiffo[/B]: for Blender specific help, your best bet is via IRC in #blender on irc.freenode.net. As for getting the textures to show: you need the display mode set to GLSL and to be in texture mode. And thanks for reminding me: I have some pending changes to support .mu version 4, but they are still in development. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 23, 2015 Share Posted November 23, 2015 Taniwha, since its still listed under future plans in the OP, I take it this tool still does not do animations? If not, any suggestions on how to import a Squad part with animations into Blender? As Always, THANX! Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 7, 2015 Author Share Posted December 7, 2015 On 23/11/2015 9:59:42, Stone Blue said: since its still listed under future plans in the OP, I take it this tool still does not do animations It deals with simple animations (location, rotation, scale) quite well, even for export (so long as you clear the parent inverse, but this is needed for all complicated models, even static ones). Anyway.... I've pushed changes to get the addon mostly working with version 4 .mu files. Unfortunately, material setup is even more difficult than before, but it's much more flexible and supports custom shaders (though not for setting up material nodes in blender). Also, there will be many incorrect field references when trying to create the shaders, but that's still just for viewing in blender. Importing an old .mu and exporting will convert it to version 4. I plan on adding a material setup helper. Quote Link to comment Share on other sites More sharing options...
HorkyBlah88 Posted January 6, 2016 Share Posted January 6, 2016 (edited) I am going to try importing an internal prop's .mu file and then exporting it for use as a part's .mu. When I used the prop's original .mu, it worked for the most part, but once grabbed from the menu and placed (Left-Clicked) inside the VAB, I can no longer select it and move it around (when my mouse is hovering over it, it doesn't highlight). I was wondering if you could give me any tips on how to do this. (I am making a mod that adds a part using the plushKraken.mu from nohark's Panopticon Pod mod.) Edited January 7, 2016 by HorkyBlah88 Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 6, 2016 Author Share Posted January 6, 2016 It sounds like you lost the colliders. I suggest importing several different known working models and examining their hierarchies, taking note of all the parent-child relationships, and how they all have a root object that is an empty. When exporting, the root object must be selected, otherwise only a portion of the model's object tree will be exported. Quote Link to comment Share on other sites More sharing options...
HorkyBlah88 Posted January 7, 2016 Share Posted January 7, 2016 So I should make a new save with an empty as the parent object, add the .mu mesh as a child, and then add a collision mesh as another child? Quote Link to comment Share on other sites More sharing options...
Randazzo Posted January 7, 2016 Share Posted January 7, 2016 1 minute ago, HorkyBlah88 said: So I should make a new save with an empty as the parent object, add the .mu mesh as a child, and then add a collision mesh as another child? Is the part terribly complex in terms of polygons? If no, do precisely what you did the first time, except before you export it from unity, select the object, click "Add Component", navigate to physics, select "Mesh Collider". Once it's added, check the box next to "Convex". If it is ridiculously complex, you have two options: Use one of the simple Colliders in Unity itself (this is the 'best' option, in terms of performance) Create an approximately shaped convex object in Blender If you create one in blender, follow all the steps above to add a mesh collider to the new object, then right click on it's Mesh Renderer component in the explorer and remove it. Quote Link to comment Share on other sites More sharing options...
HorkyBlah88 Posted January 10, 2016 Share Posted January 10, 2016 (edited) I am having trouble with exporting to an .mu file. Here's a link to the .blend file: https://www.dropbox.com/s/8utg8iq8xiflwmf/KSP_Part_Modelling_plushKrakennearlycomplete.blend?dl=0 I made it as close to stock as I could. Could someone please export it to a .mu file, and then email it to me at [email protected]? Edited January 10, 2016 by HorkyBlah88 I uploaded it to dropbox, so you don't have to sign in to google Quote Link to comment Share on other sites More sharing options...
strykersm Posted January 10, 2016 Share Posted January 10, 2016 Hey bones come up as plain axes, can you make as animations are imported with bones and their assigned actions and mesh vertixes? Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 11, 2016 Author Share Posted January 11, 2016 strykersm: that's one of many things on my todo list. Quote Link to comment Share on other sites More sharing options...
strykersm Posted January 12, 2016 Share Posted January 12, 2016 On 11/01/2016 at 2:05 AM, taniwha said: strykersm: that's one of many things on my todo list. Ah okay! Hope you release it soon Quote Link to comment Share on other sites More sharing options...
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