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1-Uninstall your blender and delete your folder /Program Files/Blender Foundation 2-Instal blender v 2.68 32 bit (it work for me) [Only registered and activated users can see links. Click Here To Register...]. 3.download plugin BTRF [Only registered and activated users can see links. Click Here To Register...] 4.open folder dll-client-blender-export and Copy the io_scene_btrf folder in x.xx/scripts/addons where x.xx is the version of blender and is in the same folder as blender.exe ... 5.copy dll file BTRFdom.dll in folder io_scene_btrf....BTRFdom.dll you can use the old version x86 to get that. 6.use User preferences to add plugin BTRF in blender. try now import/export (*.nx3) it should work correct... |
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thanks, my fault, it was just lagging for a long, it has exported with no errors.
but when i try to import already exported model, i get this error: |
If it's the same nx3 file as you posted before, the material ids are indeed messed up.
It may be the cause of the exporter ... I will investigate that (As you see, materials are difficult to manage ...) Try to use the up to date exporter, it should be able to export used materials properly. Also, I saw your blend file. You mesh has it's origin not at (0, 0, 0). You must set it to 0 by selecting your weapon (in object mode), then press CTRL + A while having the mouse in the 3D view. Then select location. Do the same for Scale and Rotation. You need also to set weight of the Bip01... bone to 1 for every vertex of your weapon. To do that: Select your weapon, go to weight mode. click on "Vertex selection masking for painting" (3rd button on the right of the mode combobox with "Vertex Paint" in it, it a cube with a vertex at the upper left of the cube) At the left panel (hide/unhide it with the T key), set the Weight to 1 (under "Multi-Paint") Then select all vertex by pressing "A" key while having the mouse in the 3D view. Vertices should all be yellow. If vertices are already yellow, press 2 times A to be sure to select all of them, even hidden ones. Then press SHIFT + K (or go to menu "Weights -> Set Weights") This will set all vertex weight to 1 even hidden ones. This is also written on the first post of this thread, I added that information yesterday (to have a common place) |
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my progress with plugin glandu
pet naruto. lv2 [Only registered and activated users can see links. Click Here To Register...] lv3 [Only registered and activated users can see links. Click Here To Register...] there are many bugs .I will see to fix that |
Lol nice ^^
Try to use a humanoid pet, to be able to place bones too, this way maybehe will be able to move its arm and legs too ^^ When you set the parent of your object to the armature (as explained in first page in section "Assign an object to an armature to have bones"), instead of choosing "With Empty Groups", choose "With Automatic Weight". This will assign automatically bones to vertex which are close to it. |
yes ... I have problem with bones ... when i add bones ... it have disappears .
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why not use 3DS Max?
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yes I understood that in hard way almost hhh but the problem that the bones make the weapon disappear...
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Maybe you are aligning it with the wrong bones and it disappears into the body of the character?
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I don't think so because when it was disappear into the body it was big and I was see it
I will try an thing and I hope that solve the problem thank you ^^ |
post your blend file that does not work here to see what's wrong
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Here it's
hope that you find the problem , Thanks.... |
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to do that, select them all and then press CTRL + J. Then you must put your object in the armature (as explained in the first post, see "Assign an object to an armature to have bones"). Then you must assign bones weight. You only need to assign weight for the bone Bip01_R_Hand_weaponR01. To do that: (also explained in the first post in "Assign weight to all vertices") Select your weapon, go to weight mode. Select the bone Bip01_R_Hand_weaponR01 in the outliner at the right, in Cube->Vertex Groups click on "Vertex selection masking for painting" (3rd button on the right of the mode combobox with "Vertex Paint" in it, it's a cube with a vertex at the upper left of the cube) At the left panel (hide/unhide it with the T key), set the Weight to 1 (under "Multi-Paint") Then select all vertex by pressing "A" key while having the mouse in the 3D view. Vertices should all be yellow. If vertices are already yellow, press 2 times A to be sure to select all of them, even hidden ones. Then press SHIFT + K (or go to menu "Weights -> Set Weights") This will set all vertex weight to 1 even hidden ones. |
glandu this for you ... you are the best .
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Nicely done.
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Thanks Glandu I will try it
Finally the problem was solved , thank you glandu^^ |
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Iron Man costume
[Only registered and activated users can see links. Click Here To Register...] [Only registered and activated users can see links. Click Here To Register...] |
hhhhh iron man waiting for super man
nice man we waiting the best |
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please help how can i instal the plugin i didn't understood any think becace i have a problem like virus1998
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Your virus problem has nothing to do with the current topic.
Run your antivirus, clean your compiter, then follow steps mentionned by glandu2, it worked for me, it will work for you. |
plz someone write the steps of installing this noob plugin plz
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If you could explain what steps you have taken and where you are getting into trouble maybe someone can help you. |
i just follow the steps but it does not work my problom is like the problem of themember virus1998 look at the page 4 and you are going to know the problem
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[Only registered and activated users can see links. Click Here To Register...] |
it not works the problem is that when i open the file his color is gray
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Some NX3 files are not working because of how many layers they have in the texture files as well. If you are having a specific issue with a specific model file you should post more information on what model file you are trying to work on. It is difficult to try and help someone with an issue when they don't give any information on what they are running into. |
After study-ing a picture i found on google somewhere (this picture you could see part of an rappelz developer's screen, <kinda saw him 3d tools etc.>) i found this website ;
[Only registered and activated users can see links. Click Here To Register...] the 3th left picture actually looks REALLY close to whats on their screen, someone gave it a try? |
That one:
[Only registered and activated users can see links. Click Here To Register...] ? Put your picture with the developper screen too, else we can't compare ^^ |
yea that one, iam searching the picture again.... its been a long time since i had it but i remember the layout and stuff cuz i stared at it soooo long. i'll try to find it again.
Development: Spoiler:
Funny Spoiler:
Rappler Creer pictures <Beatiful if you ask me.> Spoiler:
@Glandu ; i'll take my time on searching the picture again, as this picture was not existing anymore either. i have to find other server sources again to find it. but as i how remember it that looks almost like it. and so i was wondering if anyone tried it. > perhaps good for you ^^ |
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I don't think that devs use public programs to edit their files. Most rappelz file formats are special ones made for just rappelz, so if they use a public program, it's not to edit files. Files like nx3, cob, naf, map files, quest prop files, etc use specials formats made only for rappelz. They must have some devs working on their tools which allow them to edit files easily (as the tools we do here)
Also I updated the plugin to use a more object oriented way to use exported class from C++. I also added support for channel_id, this might correct some texture bugs (but I never saw a file using channel_id ...) Also, I added support for multi-mesh files like betrayal. So when importing betrayal, there is all mesh. The exporter has not changed and will probably not be able to export an imported model because of the new changes in the importer. (A model imported before this update and saved as .blend will be still exportable as before) I tested several import bugs that were posted here: 1handaxe_smallaxe.nx3 asf_body_deco_roma.nx3 all beast_moonrabbit0*_body.nx3 files betrayal_body.nx3 ga_vil001_centerbuil001.nx3 All of them are working. Also, note that the import plugin is now for the 2.68 (or latest) blender, else the texture mapping can be wrong. Also, the exporter will probably wrongly export texture for the same reason (exporter expect 2.64 behavior, importer expect 2.68 behavior) So for now, the imported has been improved, but the exporter need to be updated (there is more to do to support all combination of object parent/child relation), and I am moving to blender 2.68. If someone find a bug when importing a model with blender 2.68 and the updated IMPORTER, please post it here (exporter bugs are normal, don't post them here) New importer is in io_scene_btrf-new.zip If you want to rollback to the old one (because you want a more working exporter) use io_scene_btrf-old.zip. The better is to save your old import_btrf.py and export_btrf.py files before overwriting them with the new files. The dll has not changed. |
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Yes indeed, some nx3 files contain materials named Scene_Material1 for example, which google associate to softimage. there is also Material #0 (with 0 a number) and Material0. Maybe several version of softimage, I also found some webpages talking about these material names and softimage ...
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I have done with the exporter and reworked the importer.
The importer now import nx3 files more correctly, it support nx3 with more than one mesh. Mesh with multiple blocks are merged, block are used in fact to separate faces that use different textures. So now, the importer works better. The exporter export correctly scene with several meshes, which may or may not have bones, can have multiple texture and a mix of all these possibilities. So I think exporting a 3D model is easier now. Also, blender crashs are far less common now, at most blender will show the error with the line in the python script the caused the error. Note that if you have weird textures, but sure to use blender 2.68 or newer. I think that the next step is animation support based on vertices positions (not bones) and mesh children (but this feature is not commonly used) Any bug reports are appreciated :) |
One question glandu2
The 32 bit version seemed to work a little bit better than the 64 bit version before. Is that still the case or do you want us to test run it for you and see how it is? |
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