Managed to get another test shape in. Albeit not done and rough around the edges. This is what I am using to figure out how to add to additional shapes and assign an LOD.
I figured I would attempt what I consider a must-have structure or a route project of mine loses some credibility. Obviously, texture work needs work.
But the fact I am getting a bit more used to the export function is promising.
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Dunno, Pete. It's happened to me a few times using 3.6, and never did on 2.7
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please note: I have NEVER needed to "select all objects" before exporting.
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Originally posted by eric View PostAnd that's how it starts...
I stopped counting at 2,000 models in Sketchup. Once you figure the basics out, you may never go looking for a generic fill-in model ever again.
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The Ohio Division I grew up with before it was abandoned and I have always wanted to do it justice.
AS for me, I have dived in, and hopefully, once I get better sharing with the community. But for now, practice practice practice and learn all I can.
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And that's how it starts...
I stopped counting at 2,000 models in Sketchup. Once you figure the basics out, you may never go looking for a generic fill-in model ever again.
Sent from my SM-S911U using Tapatalk
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Originally posted by eric View PostUnless someone can tell me why this is a bad idea, this is what I did to automatically select all items in the MAIN collection when you export.
The script for me is located in the following location: C:\Users\{yourUser}\AppData\Roaming\Blender Foundation\Blender\{myVersion}\scripts\addons\msts exporter.py
Open up mstsexporter.py using Notepad, and look for line 229.
Add the following lines, being sure to match the indenting EXACTLY as the blocks above and below:
Code:# Select all objects in the MAIN and below print( "Selecting all objects and sub-objects in MAIN" ) for obj in bpy.data.collections['MAIN'].all_objects: obj.select_set(True); bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
Code:#force out of edit mode if bpy.context.mode != 'OBJECT': bpy.ops.object.mode_set( mode = 'OBJECT' ) # Select all objects in the MAIN and below print( "Selecting all objects and sub-objects in MAIN" ) for obj in bpy.data.collections['MAIN'].all_objects: obj.select_set(True); bpy.ops.object.transform_apply(location=False, rotation=False, scale=True) #Export print() print( "EXPORTING "+rootName + " TO " + exportPath ) print()
I did catch an additional error that I had.
I thought I had the shape itself under the Main_2000 for example. I also wasn't making sure I had the object set under that item.
But that code is an appreciated item. I generally tend to get a bit fast and forget.
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Unless someone can tell me why this is a bad idea, this is what I did to automatically select all items in the MAIN collection when you export.
The script for me is located in the following location: C:\Users\{yourUser}\AppData\Roaming\Blender Foundation\Blender\{myVersion}\scripts\addons\msts exporter.py
Open up mstsexporter.py using Notepad, and look for line 229.
Add the following lines, being sure to match the indenting EXACTLY as the blocks above and below:
Code:# Select all objects in the MAIN and below print( "Selecting all objects and sub-objects in MAIN" ) for obj in bpy.data.collections['MAIN'].all_objects: obj.select_set(True); bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
Code:#force out of edit mode if bpy.context.mode != 'OBJECT': bpy.ops.object.mode_set( mode = 'OBJECT' ) # Select all objects in the MAIN and below print( "Selecting all objects and sub-objects in MAIN" ) for obj in bpy.data.collections['MAIN'].all_objects: obj.select_set(True); bpy.ops.object.transform_apply(location=False, rotation=False, scale=True) #Export print() print( "EXPORTING "+rootName + " TO " + exportPath ) print()
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Originally posted by eric View PostYou can improve and overwrite the file as many times as you wish.
Based on the file.you shared earlier, it does look like you didn't select all the parts and subparts. Even I forget that too often.
Selecting everything in the MAIN collection should be part of the basic export script....
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You can improve and overwrite the file as many times as you wish.
Based on the file.you shared earlier, it does look like you didn't select all the parts and subparts. Even I forget that too often.
Selecting everything in the MAIN collection should be part of the basic export script....
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Thanks, guys, I finally scored a success in exporting. It turns out it was more of an operator error than anything else. So I just ate my serving of humble pie so to speak here.
I still have a long way with the different LODs. But it finally went. This was after running through the crate tutorial.
Obviously, I need a few more trips around.
But I do have a burning question for the experts. Can you add additional parts to an existing file and export again like you could in TSM?
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Originally posted by CSXT Q-317 View Post
This line has me worried ..
Compacting 0 points to 0
It tells me your model has no geometry for some reason. Maybe the outline isn't organized right.
Can you upload your .blend file - we can probably figure it out.
And also, I recommend some learning by exporting the example models provided with the exporter.Last edited by wacampbell; 08-23-2024, 19:22.
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If you can't figure it out, share the file and we can have a look at it
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Originally posted by eric View PostIf it's telling you a shape is there but nothing renders, that sounds like you may have exported the shape without all of the parts being selected. You need to do a select all prior to running export.
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