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lefty-2000

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  • United States
  • Deviant for 6 years
  • He / Him
My Bio

I am a retired aerospace engineer.


Favourite TV Shows
Breaking Bad
Favourite Books
Wallander and Hornblower series'
Favourite Writers
Henning Mankell, Mark Twain, C.S. Forester
Favourite Games
The Movies Game
Favourite Gaming Platform
PC
Tools of the Trade
Blender
Other Interests
3d animation
The new Blender 279 scripts bundle for The Movies has been updated to include the new tm_msh_export script and an updated version of the tm_msh_import script. The animation and head import scripts from the old bundle are included in this package. The new scripts for import and export are intended to work together and hopefully will be useful for creating new mods for "The Movies" without having to use blender 2.49, although no one has yet attempted to do this. Only a limited amount of testing has been done so far and only costume msh files have been used in those tests. For the 10 msh test cases used in the testing, I was able to import the original msh file into blender 279, then export it to the game folder (without modifying the model) and demonstrates that the re-exported msh file works as well as the original msh file. Some minor fixes have been done since my last report. The import script will create the required blender group for the pivot empty and add the meshes in
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The latest version of the mesh import script has a bug that can cause problems, but there is a simple work around. The problem is that when you tell the blender api that you want to create a new armature object, it will assume you want to place it at the 3d cursor, just as if you were doing it interactively. The mesh objects themselves are placed at the location specified by the lionhead .msh file, so they are correctly located, but the armature may be way off to the side, whereever the 3d cursor happened to be when you ran the script. The work a round for this is to always center the 3D cursor before running the mesh import script. A better solution is to add a line of code to the script telling the blender api to move the armature object to the origin as soon as it creates it. If I was really conscientious, I would update the script immediately and send everyone a download link. But, it is Christmas Eve, and nobody but me in the entire universe is using that script tonight, so
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Yesterday I managed to get TM_msh_export for blender 2.79b to execute to completion without raising an error exception, so even though the msh file generated is full of errors, and will not parse, it still seemed like a good time to write a journal to record the progress made so far. Since my last journal on this subject, I realized that my initial development process was too complicated in that it required simultaneously updating the import and export script with each iteration. So I have simplified the process by skipping the first step, which was importing a msh file into blender 2.79b and then attempting to export it. That problem with that approach is that the import script is not yet verified so it is hard to tell if the problem I am seeing is in the export script or in the import script. Figure 1: New Export Development Process The figure shows the new development process I am using. The blend to be exported is created in blender 2.49b, then opened in blender 2.79b.
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