diomedea Posted December 24, 2013 Share Posted December 24, 2013 I'm a poor soul trying to learn something about modeling, Unity 4.3.0 and Blender 2.69.4 installed, going through tutorials.I find only very generic references to the .mu format, and nothing at all about v3 .mu; needless to say, googling just brings back to KSP, KSP wiki is outdated, and no other thread in KSP forum seems to show anything on the v3 .mu subject.Could someone provide info about what changes from the previous .mu and v3 .mu; what models use one or the other .mu format or how can I find out myself about their format; and possibly, some link to "official" reference documents to explain those formats?Thanks in advance. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 24, 2013 Author Share Posted December 24, 2013 For the most part, there doesn't seem to be anything interesting between v2 and v3 of .mu. There should have been, but it looks to have been abandoned. Quote Link to comment Share on other sites More sharing options...
diomedea Posted December 24, 2013 Share Posted December 24, 2013 For the most part, there doesn't seem to be anything interesting between v2 and v3 of .mu. There should have been, but it looks to have been abandoned.Thanks. Of course that puzzles me, why to use a different version if it does not improve over the previous? That will only make for trouble. Quote Link to comment Share on other sites More sharing options...
Kinryu Posted December 25, 2013 Share Posted December 25, 2013 I can get it working as long as I rename the model000 file extension to .png instead of .tga, when photoshop after installing a plug in from 2002 will finally open a tga. What a mess. Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 25, 2013 Author Share Posted December 25, 2013 kinryu; try the Gimp. I'm pretty sure it supports TGA out of the box. Also, you can do a lot of texture work in blender. Quote Link to comment Share on other sites More sharing options...
Kinryu Posted December 25, 2013 Share Posted December 25, 2013 kinryu; try the Gimp. I'm pretty sure it supports TGA out of the box. Also, you can do a lot of texture work in blender.Thanks, I see what I can do with Blender's textures Quote Link to comment Share on other sites More sharing options...
Albert VDS Posted January 28, 2014 Share Posted January 28, 2014 Blender gives this error when trying to export.Traceback (most recent call last): File "/home/albert-vds/.config/blender/2.69/scripts/addons/io_object_mu-master/__init__.py", line 84, in execute return export_mu.export_mu(self, context, **keywords) File "/home/albert-vds/.config/blender/2.69/scripts/addons/io_object_mu-master/export_mu.py", line 319, in export_mu mu.obj = make_obj(mu, obj) File "/home/albert-vds/.config/blender/2.69/scripts/addons/io_object_mu-master/export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "/home/albert-vds/.config/blender/2.69/scripts/addons/io_object_mu-master/export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "/home/albert-vds/.config/blender/2.69/scripts/addons/io_object_mu-master/export_mu.py", line 306, in make_obj muobj.shared_mesh = make_mesh(mu, obj) File "/home/albert-vds/.config/blender/2.69/scripts/addons/io_object_mu-master/export_mu.py", line 145, in make_mesh submeshes = make_tris(mesh, submeshes) File "/home/albert-vds/.config/blender/2.69/scripts/addons/io_object_mu-master/export_mu.py", line 75, in make_tris tris = split_face(mesh, sm[i]) File "/home/albert-vds/.config/blender/2.69/scripts/addons/io_object_mu-master/export_mu.py", line 52, in split_face uv = mesh.uv_layers.active.data[s:e]AttributeError: 'NoneType' object has no attribute 'data'location: <unknown location>:-1Does anyone know why it does this and how it can be fixed? Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 29, 2014 Author Share Posted January 29, 2014 Yeah, I ran into that a little while ago and fixed it but forgot to push the commit. I have pushed just now. Quote Link to comment Share on other sites More sharing options...
Albert VDS Posted January 29, 2014 Share Posted January 29, 2014 Sorry but I still have the same problem. Either the github files are not updated yet or it must be something else. Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 29, 2014 Author Share Posted January 29, 2014 Oh, yeah, that is something else. At first, it looked a lot like the error I fixed. This one is a bug, but there is a workaround: give your mesh UVs (even if junk). Quote Link to comment Share on other sites More sharing options...
Albert VDS Posted January 29, 2014 Share Posted January 29, 2014 Alright, thanks that fixed it. Quote Link to comment Share on other sites More sharing options...
Komodo33 Posted February 15, 2014 Share Posted February 15, 2014 I'm having an error that I'm not sure if it's a bug or I'm simply doing something that is unsupported in current version.Traceback (most recent call last): File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\__init__.py", line 84, in execute return export_mu.export_mu(self, context, **keywords) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 319, in export_mu mu.obj = make_obj(mu, obj) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 304, in make_obj muobj.collider = make_collider(mu, obj) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 199, in make_collider col = MuColliderWheel(True)TypeError: __init__() takes 1 positional argument but 2 were givenlocation: <unknown location>:-1I'm trying to make rover wheels, but this always happens when I try to export. This error (Above) is from the default roverWheel1. I'm using Blender 2.69 and latest version of your plugin if that's any help; bug or unsupported? Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 15, 2014 Author Share Posted February 15, 2014 It's a bug. I hadn't tested with wheels. I've pushed the fix, so try updating.Thank you for the report Quote Link to comment Share on other sites More sharing options...
Komodo33 Posted February 15, 2014 Share Posted February 15, 2014 (edited) See below! Mods can delete, I'm dumb Edited February 15, 2014 by Komodo33 Quote Link to comment Share on other sites More sharing options...
Komodo33 Posted February 15, 2014 Share Posted February 15, 2014 Disregard my last postWhoops, sorry! I messed up on my last post I saved the the script wrong, and didn't check it before using it. However after downloading the script right this time there is still a problem?Traceback (most recent call last): File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\__init__.py", line 84, in execute return export_mu.export_mu(self, context, **keywords) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 319, in export_mu mu.obj = make_obj(mu, obj) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 311, in make_obj muobj.children.append(make_obj(mu, o)) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 304, in make_obj muobj.collider = make_collider(mu, obj) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 205, in make_collider col.suspensionSpring = make_spring(obj.muproperties.suspensionSpring) File "E:\Program Files\Blender Foundation\Blender\2.69\scripts\addons\io_object_mu-master\export_mu.py", line 157, in make_spring spring = MuSpring()NameError: global name 'MuSpring' is not definedlocation: <unknown location>:-1Sorry if I confused you with my previous post. I was so excited that you replayed back with a fix so quick that I didn't stop to think. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 15, 2014 Author Share Posted February 15, 2014 Didn't see it Hmm, yet another bug... actually, two, you hadn't hit the next one yet (MuFriction), but I spotted it this time Anyway, fix pushed. Quote Link to comment Share on other sites More sharing options...
Komodo33 Posted February 16, 2014 Share Posted February 16, 2014 (edited) The export.py now exports! Yay! However, are some of the colliders working right? I can't seem to get the suspension to move? I can sometimes get the the steering to work correctly, but it doesn't always work when exported. I'm trying to learn from the default wheels and some different mod wheels but I cant seem to get them to work either.If you import a default rover wheel, export it without touching anything, then replace the original file the wheel doesn't work correctly; even though nothing has changed from import? Has anyone else done rover wheels, how did you get to work? Nothing I seem to do works 100% of the time, even when exporting through Unity. Edited February 17, 2014 by Komodo33 Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 17, 2014 Author Share Posted February 17, 2014 No one will have done wheels with my exporter: you are the first. Also, you saved me some work: you've verified that something in my script is broken. My EL work has come to a point where I need to do some modeling, so I might be able to squeeze in some time to look at wheels. Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted March 15, 2014 Share Posted March 15, 2014 Sweet, can import using blender, then export from blender to non-psychotic 3d modeling tools, though I'd be stuck with blender, you barely need to spend time in blender at all. Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted March 16, 2014 Share Posted March 16, 2014 Hmm, importing stuff to blender and when exporting that as collada into unity only really keeps the shape and basic textures, everything else is pretty much shot, there isn't some way to directly open mu files with unity yet huh? Say to add more kerbal markers to an IVA. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 22, 2014 Share Posted March 22, 2014 (edited) I just found this thread and cannot wait to give blender .mu importer a try. A big thanks to taniwha.For K3/chris : you cannot import a .mu into Unity AFAIK. But, if you import the .mu into blender you can then save the file as a .blend. You must be in object mode when you save the .blend. Unity will import the .blend, just drop it on the assets folder. Make sure you have the latest KSP partools installed in Unity. You can then use the part tools in Unity to export a new .mu back into the relevant gamedata folder. Now, all that being said, everything has to be done correctly, step for step, in Unity or it will not work. If you need more help, I'll try to lead you through it. It took me 17 days to learn this for myself through trial and error and different tutorials from around these forums and the web in general. Good luck! Edited March 22, 2014 by Otis Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted March 22, 2014 Share Posted March 22, 2014 "object mode" means what? I don't use blender, does it keep stuff like collision meshes, transforms, animations etc? Quote Link to comment Share on other sites More sharing options...
Guest Posted March 22, 2014 Share Posted March 22, 2014 (edited) I am new to blender also. I would much rather use sketchup myself because the interface has been much easier for me to comprehend. Everything I have learned about blender has been because it is needed to uv map my sketchup models. Once the uv map is complete, blender then saves the model as a .blend which can be used by Unity. To answer your question, while in blender, press the tab key to toggle between object mode and edit mode. Object mode only allows you to select the entire model. Edit mode allows you to select individual faces, lines, or vertices.Or, click in the box at the bottom of the screen to get the full mode menu options :Your blender setup may be different. I've set mine up for uv map editing. Also, concerning collision meshes, transforms, animations etc., my knowledge is very limited, because I'm just beginning to learn. Collision meshes are created in Unity in the Inspector panel, or I simply just click the box that says "generate colliders" from within the model import settings. Animations are created in blender by many of the KSP modelers, I have not tried to animate any of my models yet, so I'm no help. Transforms = I have no clue. Edited March 22, 2014 by Otis Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted March 22, 2014 Share Posted March 22, 2014 Thanks for the tips, does anyone use blender by choice? The UI is a convoluted ugly mess, at this point I see it as a necessary evil because of the .mu importer nothing more, I do actual work in Luxology Modo, because it has a UI and controls that doesn't want me to cause self-harm, I got very little experience with 3d modeling but I picked up modo very quickly, still can't do basic stuff in blender like turning the view. Quote Link to comment Share on other sites More sharing options...
stoland Posted March 26, 2014 Share Posted March 26, 2014 Thanks for the tips, does anyone use blender by choice? The UI is a convoluted ugly mess, at this point I see it as a necessary evil because of the .mu importer nothing more, I do actual work in Luxology Modo, because it has a UI and controls that doesn't want me to cause self-harm, I got very little experience with 3d modeling but I picked up modo very quickly, still can't do basic stuff in blender like turning the view.I use blender by choice and have found that it has a steep learning curve. Blender can do some extraordinary things and once learned is quite easy. Check out BlenderGuru.comNeed any info PM me. Quote Link to comment Share on other sites More sharing options...
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