Export Script for Blender 2.6

Post about creating and skinning models here
User avatar
dudy#75
Posts: 463
Joined: Wed Oct 27, 2010 9:36 am
Team: Privateer
Location: Austria, Hörbranz

Re: Export Script for Blender 2.6

Postby dudy#75 » Wed Aug 08, 2012 6:49 am

i ran itwith phyton 3.2 it works now :D

jlv
Site Admin
Posts: 12912
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Export Script for Blender 2.6

Postby jlv » Sat Sep 01, 2012 10:06 pm

I had to update this to fix a bug with the normals when "Convert to Y-up" is checked. (It was rotating the vertices but not the normals.)

http://mxsimulator.com/scripts/jm_export_263.py
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.

User avatar
onefotyfo
Posts: 366
Joined: Sat Aug 25, 2012 9:45 pm
Team: Pulse MX

Re: Export Script for Blender 2.6

Postby onefotyfo » Sat Oct 27, 2012 1:54 pm

how do i export my bike now that ive downloaded the script? what do i click after i go into the export menu?

User avatar
Mkhonda4
Posts: 22
Joined: Mon Mar 12, 2012 5:10 am
Team: Privateer

Re: Export Script for Blender 2.6

Postby Mkhonda4 » Sun Oct 28, 2012 6:42 am

Man im glad i took a class on how to use blender... may have been boring but it was worth it. and thanks jlv your the best game owner ever you never stop improving the game (i hope you made the game or elce i proboly sound really stupid)

User avatar
onefotyfo
Posts: 366
Joined: Sat Aug 25, 2012 9:45 pm
Team: Pulse MX

Re: Export Script for Blender 2.6

Postby onefotyfo » Sun Oct 28, 2012 1:27 pm

onefotyfo wrote:how do i export my bike now that ive downloaded the script? what do i click after i go into the export menu?

if anyone knows how please share it with me? id really love to know how to do this....

jlv
Site Admin
Posts: 12912
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Export Script for Blender 2.6

Postby jlv » Sun Oct 28, 2012 10:41 pm

There are instructions in the first post. If you can't make it through that it's probably a lost cause trying to model in Blender.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.

User avatar
onefotyfo
Posts: 366
Joined: Sat Aug 25, 2012 9:45 pm
Team: Pulse MX

Re: Export Script for Blender 2.6

Postby onefotyfo » Sun Oct 28, 2012 11:10 pm

ive already got the stuff i wanna add. and everyone's gotta start somewhere....thanks anyways

User avatar
onefotyfo
Posts: 366
Joined: Sat Aug 25, 2012 9:45 pm
Team: Pulse MX

Re: Export Script for Blender 2.6

Postby onefotyfo » Sun Oct 28, 2012 11:14 pm

btw i've already downloaded the script and all i need to know id what to look for after clicking the file export, .jm isn't a choice, im on 2.63

jlv
Site Admin
Posts: 12912
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Export Script for Blender 2.6

Postby jlv » Mon Oct 29, 2012 4:16 am

If will say "MX Simulator Model (.jm)" if it's installed correctly.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.

User avatar
onefotyfo
Posts: 366
Joined: Sat Aug 25, 2012 9:45 pm
Team: Pulse MX

Re: Export Script for Blender 2.6

Postby onefotyfo » Mon Oct 29, 2012 4:36 am

ok, now i know that i installed it incorrectly ill go at it again. thanks for the info

Explosade
Crushed Dissenter
Posts: 345
Joined: Sat Jul 21, 2012 9:09 pm
Location: UK

Re: Export Script for Blender 2.6

Postby Explosade » Sun Nov 04, 2012 2:19 pm

Thanks JLV!

User avatar
Ohagan75
Posts: 3772
Joined: Mon Jan 23, 2012 3:17 am
Team: Prime Design GFX
Location: Australia
Contact:

Re: Export Script for Blender 2.6

Postby Ohagan75 » Tue Nov 13, 2012 7:43 am

i am exporting my model into game and i lined it up with DJ's yzf .
this is what i get
Image
Image
Donate if you like My Creations

User avatar
DJ99X
Posts: 15468
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: Export Script for Blender 2.6

Postby DJ99X » Tue Nov 13, 2012 7:47 am

Gotta split the parts up, give them new origins

User avatar
Ohagan75
Posts: 3772
Joined: Mon Jan 23, 2012 3:17 am
Team: Prime Design GFX
Location: Australia
Contact:

Re: Export Script for Blender 2.6

Postby Ohagan75 » Tue Nov 13, 2012 8:45 am

How do i seperate parts if they are in one big obj?
Image
Donate if you like My Creations

User avatar
attacker5
Posts: 2225
Joined: Tue Aug 18, 2009 8:53 pm
Team: Ub e moh tow
Location: Finland
Contact:

Re: Export Script for Blender 2.6

Postby attacker5 » Tue Nov 13, 2012 8:50 am

Select a polygon, hit Ctrl+L and it will select all linked faces, then break it apart.
Metropolia University of Applied Sciences - Software Engineering
LinkedIn


Return to “Model and Skin Editing”

Who is online

Users browsing this forum: No registered users and 11 guests