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[Release] NX3 import/export plugin for blender

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Old   #76
 
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Quote:
Originally Posted by mongreldogg View Post
thanks for advice. i dont think youll asnwer a question "how to do it in blender" so i must google a bit for info about blender
my model included more meshes than 1 and every mesh as object has different material.
okay, leeching models from internet isnt a good idea DD
Mmmmmm
I when I need dds to the weapon
I get the object and put the top of the weapon lonely
and take to it picture and put it in photo shop and color it
and the same for all of the others
and you want now the picture make it dds file
download any program that make that
you can use Gimb
+I think that before texturing
add new material and then go to the texture window and add new
and the other steps (I am not sure that if that [email protected]@)
that what I know if I get what you want right



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Old   #77
 
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Quote:
Originally Posted by glandu2 View Post
Yes, the easier way is to use an existing file and change it.

But you will need uv mapping still, for that you should see there:
(and the next page)




books. love it ty
p.s. long time i was looking for a JOIN function.
have a question - is there no way to export a mesh without texture in the same folder with project file? because i try to use standard RGB texture and when i try to export, blender crashes...

Quote:
Originally Posted by Stongx View Post
Mmmmmm
I when I need dds to the weapon
I get the object and put the top of the weapon lonely
and take to it picture and put it in photo shop and color it
and the same for all of the others
and you want now the picture make it dds file
download any program that make that
you can use Gimb
+I think that before texturing
add new material and then go to the texture window and add new
and the other steps (I am not sure that if that [email protected]@)
that what I know if I get what you want right
you dont but you tried=) ty, i know how to do it as theory, i dont know how to do it in blender =)


mongreldogg is offline  
Old   #78
 
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btw something is really wrong...
i used a model that ive downloaded from internet as .3ds model file, imported it into blender. ofc ive imported another model from nx3, it was your dagger/axe, and removed a mesh of dagger and put my sword on its place..
then i've removed all the data about textures and materials, and put all the meshes in model into one parent mesh by joining with . so there was nothing more than just a mesh.
then i made UV unwrap and got an image of its texture and changed it a bit.
then i've made new material with with a texture that i painted.
when i tried to export this ****, i got error, screenshot below.

i tried different formats of texture for material - png, jpg, dds, tga - and got the same error.
attaching my project files.
Attached Images
File Type: jpg error.jpg (303.3 KB, 68 views)
Attached Files
File Type: rar models.rar (3.26 MB, 54 views)
mongreldogg is offline  
Old   #79
 
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Quote:
Originally Posted by mongreldogg View Post
btw something is really wrong...
i used a model that ive downloaded from internet as .3ds model file, imported it into blender. ofc ive imported another model from nx3, it was your dagger/axe, and removed a mesh of dagger and put my sword on its place..
then i've removed all the data about textures and materials, and put all the meshes in model into one parent mesh by joining with . so there was nothing more than just a mesh.
then i made UV unwrap and got an image of its texture and changed it a bit.
then i've made new material with with a texture that i painted.
when i tried to export this ****, i got error, screenshot below.

i tried different formats of texture for material - png, jpg, dds, tga - and got the same error.
attaching my project files.
Your error is not related to your model. The plugin can't find the tml files.

If you use the latest version from github, you must have the DLL and *.tml files in the same directory as import_btrf.py and export_btrf.py.

I updated the original post with new zip, version 1.2 which contain only the io_scene_btrf folder as before. the DLL and tml files have been moved to the io_scene_folder for simpler file management and avoid problems with files not found.


glandu2 is offline  
Old   #80
 
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so... now it only crashes before console shows anything :/
i use blender 2.65, x86 ver of your plugin on 64bit OS, maybe there are any problems?
i think you'd better try to compile my model to see whats the prob. or tell me that i'm noob.
or no, tell me WHERE i'm noob=)
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Old   #81
 
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Quote:
Originally Posted by mongreldogg View Post
so... now it only crashes before console shows anything :/
i use blender 2.65, x86 ver of your plugin on 64bit OS, maybe there are any problems?
i think you'd better try to compile my model to see whats the prob. or tell me that i'm noob.
or no, tell me WHERE i'm noob=)
I will give u sol maybe it help you .

1-Uninstall your blender and delete your folder /Program Files/Blender Foundation
2-Instal blender v 2.68 32 bit (it work for me) .

3.download plugin BTRF

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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Old   #82
 
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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:
Attached Images
File Type: jpg error.jpg (100.4 KB, 47 views)
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Old   #83
 
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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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Old   #84
 
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Quote:
Originally Posted by glandu2 View Post
post your file too, your error depends on the file your tried to import, or it's the same as you already posted ?
i exported files that i've already posted, but when i tried to import nx3 ive made by export, i get this error
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Old   #85
 
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my progress with plugin glandu
pet naruto.

lv2

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lv3

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there are many bugs .I will see to fix that
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Old   #86
 
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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.
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yes ... I have problem with bones ... when i add bones ... it have disappears .
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Quote:
Originally Posted by Modamer9 View Post
yes ... I have problem with bones ... when i add bones ... it have disappears .
i have the problem too with the weapon but I think if you didn't add the bones the weapon will be in other [email protected]@
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Old   #89

 
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why not use 3DS Max?
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Quote:
Originally Posted by Stongx View Post
i have the problem too with the weapon but I think if you didn't add the bones the weapon will be in other [email protected]@
Yes, a weapon absolutely need to have bones, Rappelz use bone to place the weapon correctly.

Quote:
Originally Posted by needsellfast View Post
why not use 3DS Max?
Because I don't have it, and it does not work under linux which I mostly use over windows. Also, blender as all needed feature that can be useful at editing just 3d models with bones (I think), the real difference is probably only the way to do things.


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