ms3d exporter? And md2 exporter not working

Scripting in Blender with Python, and working on the API

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Tera_Dragon
Posts: 3
Joined: Mon Oct 10, 2005 6:12 pm

ms3d exporter? And md2 exporter not working

Postby Tera_Dragon » Mon Oct 10, 2005 6:19 pm

There are two things I want to talk about in this post. First does anybody know of a ms3d export script and if so where can I get it? I've looked for quite a while but can't seem to find one anywhere.

Secondly I have downloaded the md2 exporter from here though when I run it I get the errors:
File "<string>", line 724, in bevent
File "<string>", line 377, in save_md2
TypeError: unpack non-sequence

I'm using blender 3.7a and python 3.3.5.

Thanks for your time.

oin
Posts: 161
Joined: Fri Apr 02, 2004 6:34 pm

Postby oin » Tue Oct 11, 2005 11:30 pm

ms3d... venon at elysiun.com made one, I think. dunno if does work.


Oh, and both md2(this one full animation import and export ) and md3 plugins -you gotta dig a bit at elysiun to find them, specially the md3 improved one, as the modified version is the one to support anim export- do work perfectly, I tested.

oin
Posts: 161
Joined: Fri Apr 02, 2004 6:34 pm

Postby oin » Tue Oct 11, 2005 11:33 pm

those versions numbers look like the usual re-numbering done by firefox when downloading in a folder where there's a file with that name already.

i think it's python 2.3.4 for Blender 2.37a

Tera_Dragon
Posts: 3
Joined: Mon Oct 10, 2005 6:12 pm

Postby Tera_Dragon » Wed Oct 12, 2005 1:27 am

I meant blender 2.37a, but I did have python 2.3.5. I installed python 2.3.4, but I still get the same error message in the console.

I've found the ms3d exporter by sVenom on elysiun.com and have copied the code into a .py file which I have put in the .blender\scripts\ directory, though I can't see how I am to use this from within blender.

Thanks for the help so far.

oin
Posts: 161
Joined: Fri Apr 02, 2004 6:34 pm

Postby oin » Wed Oct 12, 2005 1:32 pm

grab this file (consider I use too firefox and some version numbers in the files are wrong, but is no issue) :

http://www.sendmefile.com/00116417

md3 exporter working with animation -perfect import into gmax and other md3 capable animation importer-

md2 importer and exporter fully working. tested importing again into blender and into other md2 tools.

milkshape file, dunno if the very last version.If you found the thread at elysiun, is the very latest version, pasted there as text. there's a modified version in the very ending of the thread, that's why I said. I made it work but only for statics, and bones exporting, but anim didn't work for me, I think not even bone asignments...

ase exporters, but surely for old blender.

and smooth groups generating plugin, never tested it, and dunno if works, but can be useful for games.

If I have the time, I help anyone doing other-engine-games stuff with Blender. I think the matter has a lot of potential.(same as Blender game engine; I just help the others ;) )

kidb
Posts: 254
Joined: Wed Jul 23, 2003 4:31 pm
Contact:

Postby kidb » Wed Oct 12, 2005 1:50 pm

oin wrote:grab this file (consider I use too firefox and some version numbers in the files are wrong, but is no issue) :
http://www.sendmefile.com/00116417

mirror here:
http://blendertestbuilds.de/index.php?dir=Python/Scripts/oin/

Tera_Dragon
Posts: 3
Joined: Mon Oct 10, 2005 6:12 pm

Postby Tera_Dragon » Wed Oct 12, 2005 11:25 pm

Thanks for the links, but I'm still not sure how to use the scripts from blender. I've copied them into the .blender\scripts directory, but I'm not sure if all of them are on the file->export menu. I know that the ms3d exporter isn't there. I want to know how to be able to run them all.

LetterRip
Posts: 1462
Joined: Thu Mar 25, 2004 7:03 am

Postby LetterRip » Thu Oct 13, 2005 9:09 pm

Some older scripts don't have the required header to appear in the export menus - if that is the case, you'll need to either add the header (look at other export files, copy and paste the top stuff, but change the name), or run it from a text window. If an importer or exporter is old enough to not have the header, there is a good chance the api has changed enough that it won't run in a recent blender version.

LetterRip

malCanDo
Posts: 206
Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
Contact:

Postby malCanDo » Sun Oct 16, 2005 7:04 pm

How can these latest scripts be submitted, to be included with the official build?

Mal

LetterRip
Posts: 1462
Joined: Thu Mar 25, 2004 7:03 am

Postby LetterRip » Sun Oct 16, 2005 11:28 pm

malCanDo - I emailed my response on bf-committers,

LetterRip

oin
Posts: 161
Joined: Fri Apr 02, 2004 6:34 pm

Postby oin » Sat Oct 22, 2005 10:50 pm

I somewhat have the habit since long to run them with Alt+p from Text Editor window, how it has been mentioned. Only those I use often I do set up them well... :s

oin
Posts: 161
Joined: Fri Apr 02, 2004 6:34 pm

Postby oin » Sat Oct 22, 2005 11:04 pm

There are certain plugins that'd be very interesting to be supported with newer blender's versions: md2 , md5, *.x , ms3d, md3, OBJ, *.3ds, ase.

As those are most often used by game engines. Comercial, open source, freeware, or free non cmercial engines, do use these formats.

Even more, md2, such an old format, keeps being used a lot in long distance from camera characters: rts games, and the like, as the low vertex precission is not such a problem then.

md3 is used by many engines.
If used in a single piece model, it can look much better than an md2. And I included in the zip one very good owrking plugin that allows this. I hope this plugin continues.(I mean, keeps being compatible with newer blenders,etc)

Md5 is...really a good bones format, x is used a lot and each time, more in today indy engines...

ms3d format keeps being used in interesting games, free ones, like scorched 3d (scorched3d.co.uk), etc,etc... Not my cup of coffee format as have no weights, but keeps being easy for coders for starships, tanks, cars, everything with moving parts, etc.

OBJ is already very well suported by several plugin authors, like x.

Wintermute engine(graphic adventures) is using an improved 3ds exporter to translate the scene data, camera and lights info.It also is starting to use ms3d format to load animated characters (a pitty, no weights allowed in ms3d format, so...Imho it'd be better x, md3 or md5. )

ASE was an scene export format for max, that exported loads of things, like vertex colors, smooth groups, lights, cameras, etc...
While vrml2.0 exporter by someone is good enough surely to export this info that way, is often more of the fact that certain engines will support only ase, others only vrml 2.0, etc.

Yup, no 3d package gives native support to all this. I wonder though how possible would be to maintain some of these. I have a personal preference by *.x (I dream with that Ben's importer in the works, that'd put xsi character animations into blender), md2, md5, md3. And in statics, obj, mainly... ms3d for machines.

LetterRip
Posts: 1462
Joined: Thu Mar 25, 2004 7:03 am

Postby LetterRip » Sun Oct 23, 2005 12:47 am

oin,

post the locations of the scripts you'd like to be included here

http://www.elysiun.com/forum/viewtopic.php?t=51512

I have links to the vast majority of scripts that have been written for Blender so you can dig through the links and see if any of them support the formats you want.

I'll be trying to get any useful and stable script included.

LetterRip

oin
Posts: 161
Joined: Fri Apr 02, 2004 6:34 pm

Postby oin » Sun Oct 23, 2005 2:45 pm

Ok...I prefer not to directly post there, as I may dirt the thread a bit in the sense I am not the author so don't know of the majority if their licenses are totally gpl compliant, neither if the short explanation in the header that tends to be more than enough for me, is enough for including in Blender. Even more, I rather personally prefer a package having at least a way to do an important thing while not having doc; a user can add that doc later on, to me if one can't export in certain format, have it complex to use Blender on certain projects...But I understand the need of doc as a rule. I just mention these plugins were for me very useful. I'll paste you the ones I think are important here.

-oh, the md3 one is listed. Just to mention that while is needed to post like was done the link of the whole thread about md3, the conclusion of it is what really counts. Some generous user added a modification that allows export animation in md3. I (Extrudeface) tested that it works perfectly, as imported in Gmax and other tools perfectly, a boned and weighted character animation was exported nicely (as vertex animation, of course, is md3 format).
-edit- Lol...3 authors...you can read at this final version page...Seems Bob_holcomb is initial one.


http://www.freewebs.com/estrato/misc.htm
http://www.freewebs.com/estrato/scripti ... 0.2-lgt.py

I don't think there's a problem with licenses, but surely authors can be contacted.
md3 is a format many engines use. Would be useful to have it somewhat included,maintained with Blender releases.

- Milkshape3d format would be interesting also. As I said, there's a trend in indy game coders to support ms3d format specially for starship, mech, machines, airplanes, etc, any rigid object with moving parts.
sVenom did an script, and you even asked him about the possibility of adding to Blender. Well, I tested it but while it loaded ok mesh, and bones, I think there was a problem with animation, it wouldn't load that.Yet so, even so is useful, as it supports vertex normals, and several parameters , so is good as many engines don't support the wonderful obj, and while I do have ms3d purchased, would be cool for other ppl to be able to export in the format direct from Blender.
http://www.elysiun.com/forum/viewtopic. ... 4&start=15
Dunno if the more advanced version is the modified by Billamu , at the end of the thread.That was the one I tested.


- md2 . this one keeps being very useful. I have fully tested, at least in my usual game needs, and it imported very well into blender, also exported welll.
http://scourage.servebeer.com/programming/blender

pitty is his page is often down, as I think his server is his own machine. Reason why I uploaded the latest zip above in a 14 days mirror.
Seems only one author is Bob_holcomb.(as all this post, except Jox, I'm talking about the Elysiun nicks)

- md5 exporter http://www.doom3world.org/phpbb2/viewtopic.php?t=1711
md5 importer http://www.doom3world.org/phpbb2/viewtopic.php?t=6901
Author: der_ton.


- X format .But ben already posted in that thread his exporter, and his new blender x importer (my great hope) . Jox made an adapted , modificated version to work with the Irrlicht game engine. It works very well too.

Jox modification of the x exporter (worked very well for me for irrlicht and other game engines)
http://development.mindfloaters.de/Dire ... d.8.0.html
http://development.mindfloaters.de/Downloads.12.0.html

I strongly emphasize the fact that the original creator is Ben Omari, and that both plugins are very useful and very good. And put the link again (though already in that thread) of Ben's x exporter page :

http://xoomer.virgilio.it/glabro1/


OBJ is very important, but is already well supported by two external authors that keep very active and maintain their versions...

Once again, you see these plugins have often their flavours(authors). Ideal would be that Blender oficial could just grab all the code available and do an adaptation for Blender,(giving credits, etc, and provided authors are ok with it) but I guess this is not possible with every plugin author.I don't know.Matter of surely ask the developers.
I only know what would be better for Blender as a very good game content maker tool (aditionally to being focused in movies and high res, this comes as a gift, as those external plugins do a lot for game engines field.)

As an example, a lot of game developers(in many open source, freeware, or comercial engines) have learnt Blender only for it being the most complete and advanced tool for character animation, exporting bones (thanks to Ben and Jox) available free.

An example of a user actively doing so :
http://s-fonline.com/webhosting/dhenton9000/

But there are many more.

Also happens in engines like the graphic adventure maker Wintermute. Quite a good engine, too.


about several flavours of a format plugin, I have better results for every circumstance with every plugin version listed here. Some do excel in one task, some in another.(yup, I use one obj plugin or another depending in the case)
If we summarize, we see that *.3ds , obj, ms3, md3, x...have had adpatations, improves, etc, by several persons. I as a user recognize I simply use what fits better for the task each time.

When developing for low cpu machines target users (ie shareware games market, or certain free games kind) , is useful to have the possibility of not using bones and weights formats like x or md5(which are ideal in many circumstances: first is very well spread both in engines and 3d tools, the second, is the most powerful, flexible and capable). That's why formats like md2 and specially md3, keep being yet quite useful.That besides are the only formats of many cheap or free engines.
Anyway, allways depends.Many machines with bad old 3d cards can use a bone and weights format, depends on how the engine deals it and kind of game. But those other oldie formats(md2,md3,ms3d(ms3d is bones but not weights;ugly for organics, though)) do come really handy often.


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