WIP Beta released Blender Exporter plugin 0.3.3 for Blender 2.80/3.X

Discussion in 'Utilities and programming' started by thomatoes50, Dec 29, 2014.

  1. Télesphore

    Télesphore
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    Thank you very much :))
     
  2. unyxium

    unyxium
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    It appears that the exporter does not work for later versions of Blender. (I tested it on 2.78 and 2.79)
    Is this true or have I done something wrong? Is there any available version for a version of Blender that I have? I might have to download the older one just for this.
     
  3. thomatoes50

    thomatoes50
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    BeamNG Team

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    at the bottom of the Scene panel, you will have the "jbeam Exporter" section.
    You need to save the blend file somewhere first, then you need to choose an export path (// for same path as the blend file)
    Click the export button and should display something.

    If there is an error you should see a warning at the top of blender window
     
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  4. unyxium

    unyxium
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    In Blender 2.79, the plugin says that it has successfully installed, however looking in the addons and the scene panel indicate it was not detected. I know it has been installed in the addon folder, but Blender will not use it.
     
  5. HDR

    HDR
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    Works as intended for me on 2.79b, did you read https://wiki.beamng.com/Blender_Exporter_plugin#Use ?
     
  6. BMG_PLR54

    BMG_PLR54
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    Just a question. Could we use the exporter to make vehicles?
     
  7. unyxium

    unyxium
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    It's fixed now. It turns out I downloaded the wrong file that was indicated in the wiki post.
     
  8. thomatoes50

    thomatoes50
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    Not full vehicles, only vehicles parts or props.

    Blender does not support having edge connect to a vertex from another object, it would be super hard to do a full vehicle in one file (like RoR)
    Also for now it dosn't support beam or nodes parameter such as weight, spring etc.., so it still needed to do that by hand.
     
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  9. CN877

    CN877
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    Does 'for now' imply you are considering adding this feature in the future? ;)
     
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  10. thomatoes50

    thomatoes50
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    Yes I was working on the Blender 2.8 port and @juju joined me to help cleanup, bug fix, refresh UI
    It's mostly done and stable but i will release that version when blender 2.8 is stable too.
    For the metadata, i'm just looking at a way to do it but most probably will skip one version
     
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  11. CN877

    CN877
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    Thanks for the reply, that's awesome to hear! :)
     
  12. slowgergo

    slowgergo
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    Hi! Today i wanted to export an engine from Blender to jbeam. Had some errors (Mainly i havent selected the folder :p) but when i looked at the exported jbeam file i saw like 1000 lines of stuff (not nodes, beams. a thousand beams). And in the view i just only selected the intake to export.

    What should i do?
     
  13. thomatoes50

    thomatoes50
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    BeamNG Team

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    do not export the mesh, you need to select a simplified mesh that would be translated into jbeam
     
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  14. slowgergo

    slowgergo
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    How can i exactly do that? Not an expert by any means in blender :/
    I googled it but if i collapse or un-subdivide it it just becomes hollow. And with that max collapse level it still has 300+ faces which is no good
     
  15. thomatoes50

    thomatoes50
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    BeamNG Team

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    It's different than an LOD

    If you look at this example, the beams doesn't even align with mesh pattern, there are just close to the general shape of it.
    https://camo.githubusercontent.com/...465722f696d672f626c656e6465725f626e672e4a5047

    You need to create a kind of skeleton of the part.
    the exporter only transform what you did in 3d to jbeam file. It cannot create a physics model for you
     
  16. slowgergo

    slowgergo
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    Ookay... But how can i do that?
    If u dont want to explain then give me some searchwords or what the heck is that "skeleton" called so i can google it.
    Thanks!
     
  17. Nadeox1

    Nadeox1
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    BeamNG Team

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    You won't find much on Google, since this stuff is specific to BeamNG.drive. You will probably find Rigs of Rods stuff tho, since it's the same principle.
    We usually call the physical structure a skeleton.

    A skeleton is a physical approximation of the object, made of points (we call them 'nodes', that can collide with the world, have a weight, friction and so on), connected to each other with lines (we call them 'beams', that can have varied spring/dampening/deforming/break values). Together these form the Node & Beam structure, AKA the skeleton.

    Because it's a physical approximation, you cannot just take a 3D model of a vehicle, run it through this plugin and hope to get something that would work.

    This wiki page gives some documentation and more information in regards, have a good read:
    https://wiki.beamng.com/Introduction_to_Vehicle_Creation

    You don't need any special program, aside from a text editor, and a lot of patience.
    Although this plugin can help with placing the very basic node/beam connection, a sort of boosted start.


    Ps.
    You can view the skeleton of our vehicles by pressing CTRL+B in-game (Options > Gameplay > Advanced Features must be enabled first)
     
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  18. slowgergo

    slowgergo
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    I read through that and now i have a better understanding. Thanks!
     
  19. richy6

    richy6
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    Blender 2.8 was released 3 days ago. What's the progress on the port over to 2.8?
     
  20. atv_123

    atv_123
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    Well, I do happen to know that it works in 2.8 with a few modifications, but I also know that new features were planned to be added before he updated it officially... that's all I will say about that.
     
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