Export Script for Blender 2.6

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Re: Export Script for Blender 2.6

Postby ehm24 » Wed Jul 18, 2012 7:03 am

I really messed up blender so now it's very confusing to use, could I send you a PM if you'd be willing enough to do it? And thank you for the help.
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Re: Export Script for Blender 2.6

Postby barrington314 » Wed Jul 18, 2012 6:40 pm

might it just be easier to uninstall and re download it?
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Re: Export Script for Blender 2.6

Postby mxs4crf » Wed Jul 25, 2012 9:12 pm

Why i don't see skin on the exporting jm?he is invisible
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Re: Export Script for Blender 2.6

Postby mxs4crf » Wed Jul 25, 2012 9:24 pm

Damn,just see it their,he is not invisible,i see it but completely next to the bike,can anyone help me?
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Re: Export Script for Blender 2.6

Postby Kamloops » Wed Jul 25, 2012 10:41 pm

jlv wrote:I think I have it now. Try it again:

http://mxsimulator.com/scripts/jm_export_263.py

(Tu dois avoir l'ancien script, yzmxer avait le même problème.)
I think you have the old script, yzmxer had the same problem.
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Re: Export Script for Blender 2.6

Postby mxs4crf » Wed Jul 25, 2012 10:53 pm

Merci Kam',je croyais que le script de son premier post etait le dernier
(Thank's Kam',i thank the script of his first post was the last)
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Re: Export Script for Blender 2.6

Postby barrington314 » Wed Jul 25, 2012 11:29 pm

jlv wrote:I think I have it now. Try it again:

http://mxsimulator.com/scripts/jm_export_263.py

use this one, not the first one.
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Re: Export Script for Blender 2.6

Postby yzmxer608 » Thu Jul 26, 2012 4:17 am

The newest one still has some problems with lighting I've found though. If possible just use Blender 2.62 and the jm_exporrt_25.py for exporting. But beware if you have 4 sided faces (not all triangles) after editing in 2.63, those faces will most likely be missing in 2.62.
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Re: Export Script for Blender 2.6

Postby jlv » Thu Jul 26, 2012 4:21 am

Is it the export script or is Blender triangulating the polygons in a weird way?
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Re: Export Script for Blender 2.6

Postby yzmxer608 » Thu Jul 26, 2012 6:50 am

It's blender. This is just opening the file as normal in 2.63, then opening the file as normal in 2.62.
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jlv wrote:Spherical valves or CVTs would be technology. Double size four strokes is just a rule change.

~~~~~~~~~~~~~MY PERSONAL 2 STROKES!!!!~~~~~~~~~~~~~
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Re: Export Script for Blender 2.6

Postby mxs4crf » Thu Jul 26, 2012 6:54 am

barrington314 wrote:
jlv wrote:I think I have it now. Try it again:

http://mxsimulator.com/scripts/jm_export_263.py

use this one, not the first one.


i downloaded this one

yzmxer608 wrote:The newest one still has some problems with lighting I've found though. If possible just use Blender 2.62 and the jm_exporrt_25.py for exporting. But beware if you have 4 sided faces (not all triangles) after editing in 2.63, those faces will most likely be missing in 2.62.


That's it i think,i use Blender 2.63 with jm_export_263.py,i don't editing poly,just try to fix Attacker's KTM bugs
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Re: Export Script for Blender 2.6

Postby jlv » Fri Jul 27, 2012 12:57 am

yzmxer608 wrote:It's blender. This is just opening the file as normal in 2.63, then opening the file as normal in 2.62.

The faces that disappeared had more than 4 sides. Have you tried Mesh / Faces / Triangulate?
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Re: Export Script for Blender 2.6

Postby yzmxer608 » Fri Jul 27, 2012 1:51 am

Nope, but it worked :D.

Thanks JLV! ♥
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jlv wrote:Spherical valves or CVTs would be technology. Double size four strokes is just a rule change.

~~~~~~~~~~~~~MY PERSONAL 2 STROKES!!!!~~~~~~~~~~~~~
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Re: Export Script for Blender 2.6

Postby dudy#75 » Tue Aug 07, 2012 9:35 am

i have some trouble with this
i selected the model i want export, run the script and nothing happens, what do i wrong :(
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Re: Export Script for Blender 2.6

Postby jlv » Wed Aug 08, 2012 3:14 am

You should be able to run it from the export menu. Did you install it according to the instructions in the first post?
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