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[1.2-1.7] Blender (2.83+) .mu import/export addon


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Hello everyone i'm wondering if this issue was from myself or a bug?
I decided to try to make new part for myself and after updating this addon to newest version, I've encountered a problem where i can't apply image texture to the object using the shader presets, it's quite strange since the last time i remember when using this addon years ago it works perfectly fine

Here's the attachment
https://imgur.com/a/problem-HEXdoPL

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  On 10/5/2024 at 6:22 AM, Roo170 said:

I decided to try to make new part for myself and after updating this addon to newest version, I've encountered a problem where i can't apply image texture to the object using the shader presets

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You haven't given much to go on. Best I can tell from your shot you haven't actually given your mesh a material property, as there is no little pie chart next to Cube.006

So add a new material property. Edit it's name to what you want. Go down and choose a preset shader. Edit the name under Textures as you have in the shot. E.g "Testing"

Export your set up mesh to a folder. Make sure you have a texture pic in that folder that is named to the name you put in "Textures". Import the .mu back in. It should now be linked to the texture pic in that folder with the name you assigned. Choose your mesh, go to "UV editing" and choose your method of UV wrapping. Make sure your texture pic is in the right hand window. Highlight specific sections of your mesh and then drag the faces that appear on the right hand section, over the areas of the texture pic you want.

When in the appropriate viewport shading mode, you should be able to see the texture you are over on the face of the mesh you have chosen.

Kept this light as I assume you have previous experience and just needed to jog your memory.

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  On 10/5/2024 at 4:48 PM, ColdJ said:

You haven't given much to go on. Best I can tell from your shot you haven't actually given your mesh a material property, as there is no little pie chart next to Cube.006

So add a new material property. Edit it's name to what you want. Go down and choose a preset shader. Edit the name under Textures as you have in the shot. E.g "Testing"

Export your set up mesh to a folder. Make sure you have a texture pic in that folder that is named to the name you put in "Textures". Import the .mu back in. It should now be linked to the texture pic in that folder with the name you assigned. Choose your mesh, go to "UV editing" and choose your method of UV wrapping. Make sure your texture pic is in the right hand window. Highlight specific sections of your mesh and then drag the faces that appear on the right hand section, over the areas of the texture pic you want.

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Sorry for the misunderstanding, but the cube.006 was the mu that i import back to blender after i export the cube(without the number) to a folder as an .mu file. The cube.006 was supposed to represent what i actually see in KSP (as a gray block of course) 

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  • 1 month later...
  On 11/25/2024 at 11:30 PM, Mudhen15 said:

What is the latest version of blender this would work on? I've heard a lot of conflicting info.

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Only the very last iteration is ever available for download on git hub as far as I am aware, so if you have downloaded recently then you are most likely going to need Blender 4.0 or higher. I keep some older versions I got because I prefer doing my main modeling around version 3 and only use the new features that have been added that are available in the plugin for version 4 to place Props and get their location data with less hassle. The latest version fixed the textures turning up correctly on your meshes without tricks but stopped stock props textures from showing up at all. Don't know if this has been fixed yet.

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  • 2 months later...
  On 2/28/2025 at 3:26 PM, ProximaCentauri_star said:

I've been having an issue with the animation exports, basically when exported all animation tracks are put under one singular object within the empty, along as making non-animated objects invisible

 

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How is your heirarchy set up? Have you made sure that each mesh that you have animated has it's own unique name? The same name with .001 etc after will not cut it.

You want the animations to have an empty within an empty to buffer.

It is fine for them all to have the same animation name.

Invisible meshes means you propably forgot to give your meshes material properties. If you don't do that then they won't show up. When importing your model into blender you can tick, "Force Invisible Mesh" to try to get your work to show up.

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  On 2/28/2025 at 4:12 PM, ColdJ said:

How is your heirarchy set up? Have you made sure that each mesh that you have animated has it's own unique name? The same name with .001 etc after will not cut it.

You want the animations to have an empty within an empty to buffer.

It is fine for them all to have the same animation name.

Invisible meshes means you propably forgot to give your meshes material properties. If you don't do that then they won't show up. When importing your model into blender you can tick, "Force Invisible Mesh" to try to get your work to show up.

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I'll check this out thx, will report later if it works or not

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  On 2/28/2025 at 4:12 PM, ColdJ said:

How is your heirarchy set up? Have you made sure that each mesh that you have animated has it's own unique name? The same name with .001 etc after will not cut it.

You want the animations to have an empty within an empty to buffer.

It is fine for them all to have the same animation name.

Invisible meshes means you propably forgot to give your meshes material properties. If you don't do that then they won't show up. When importing your model into blender you can tick, "Force Invisible Mesh" to try to get your work to show up.

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Thanks a lot that worked !!!

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  • 2 weeks later...
  On 2/28/2025 at 4:12 PM, ColdJ said:

How is your heirarchy set up? Have you made sure that each mesh that you have animated has it's own unique name? The same name with .001 etc after will not cut it.

You want the animations to have an empty within an empty to buffer.

It is fine for them all to have the same animation name.

Invisible meshes means you propably forgot to give your meshes material properties. If you don't do that then they won't show up. When importing your model into blender you can tick, "Force Invisible Mesh" to try to get your work to show up.

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Now that I have the animation setup, I'm struggling to make it work in KSP, my goal is to have a PQS City that plays an animation on loop, no matter what I've tried didn't work. Pretty sure it's possible since some people in the KSS2 team pulled it off but refuse to explain how they did it. It's a bit of a struggle since documentation is lacking unfortunately.

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  On 3/20/2025 at 2:55 AM, ProximaCentauri_star said:

Now that I have the animation setup, I'm struggling to make it work in KSP, my goal is to have a PQS City that plays an animation on loop, no matter what I've tried didn't work. Pretty sure it's possible since some people in the KSS2 team pulled it off but refuse to explain how they did it. It's a bit of a struggle since documentation is lacking unfortunately.

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Sorry, I am a parts modder, I have never tried to create planets or had to work with Procedural Quad Sphere Mods.

You may be able to do it as a static through Kerbal Konstructs instead.

If you asked nicely and they refused, that is sad, we are all trying to work together to make better mods.

Browse through the KSP1 Mod Developement threads, you can find useful stuff that is years old. Anything related to Kopernicus might have info you need.

Otherwise try talking to other planet modders. They might be able to point you in the right direction.

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