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Import / Export Scripts for 3DS Max, Gmax and Blender


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Questa discussione ha avuto 21 risposte

#1
Hellfire_RWS

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Exportron Official Plugin (Exporter olny)
This is the only exporter with animation support
3DS MAX 7 or 8 Required.
Exportron


By Tazpn
For 3DS Max and Gmax can be found here
Import / Export


By Jester_V01
For Blender
Can be found here
Import Export

Modificata da Hellfire_RWS, 16 luglio 2010 - 01:25 .


#2
Jesterv01

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Updated Blender IO script. Now works with Blender 2.57
Found here
http://nwvault.ign.c...ls.Detail&id=94

#3
Nighthirster

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Can someone tell me if the Blender plugin has been updates for 2.58 or 2.59 ?

#4
Nighthirster

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Modificata da Nighthirster, 22 settembre 2011 - 09:52 .


#5
DarknessMt2

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The link of the expotron 2.4.0.10 or other on the website NWN2 is dead :(.
Can you upload this?

#6
Rolo Kipp

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<fumbling in his....>

DarknessMt2 wrote...
The link of the expotron 2.4.0.10 or other on the website NWN2 is dead :(.
Can you upload this?

The link on the Vault was removed due to copyright problems...

<...horribly empty money pouch>

#7
Happycrow

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Current scripts don't work with 2.62/2.63
Error: "Attribute error "mesh" object has no defined "faces" in liines 139/476/530. Armature comes in like a dream, but the mesh won't import at all.

Tried and failed repeatedly to install in 2.57.... this may be one where you have to know the Python to get it to work. 2.49 and older requires out of date versions of Python. Is Jester's crew still active?

#8
SoulCatcher123

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I have more than a few models I'd like to import into NWN2, but it doesn't seem to work in the toolset, I get the box with red ?. I look at the mdb in packfile explorer and it looks perfect.

GMAX 1.2 and the taxpn utility.

I made a crossbow and used a 2da line on baseitems mirroring the LXbow line but it doesn't seem to work correctly.

I even tried importing the LXbow and exporting with no changes and same thing. Ideas?

#9
luthrendel

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i too am having issues with the blender scripts, import is just fine, but exporting i get the following error:
Traceback (most recent call last):
File "C:\\Program Files\\Blender Foundation\\Blender\\2.58\\scripts\\addons\\nwn2_mdb\\NWN2Exporter.py", line 204, in execute
packet.setBlenderData(obj)
File "C:\\Program Files\\Blender Foundation\\Blender\\2.58\\scripts\\addons\\nwn2_mdb\\nwn2mdb.py", line 574, in setBlenderData
self.setMaterial(self.meshData)
File "C:\\Program Files\\Blender Foundation\\Blender\\2.58\\scripts\\addons\\nwn2_mdb\\nwn2mdb.py", line 485, in setMaterial
self.material.setMaterial(object.materials[0])
IndexError: bpy_prop_collection[index]: index 0 out of range, size 0

location:<unknown location>:-1

i am no scripter by any means...but i really want to add some of my own custom content :/

#10
rjshae

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This release may solve your Blender plug-in issue:

http://neverwinterva...rtexport-plugin

I've added an introductory-level tutorial on editing walk meshes, which may help you to build custom walkmesh helpers.

Modificata da rjshae, 18 novembre 2013 - 03:58 .


#11
Deapri

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I've been using those plugins for blender 2.69 to turn Hellfires mounts into a jousting system for the PW I play on. What I could use is a method to modify the animations in blender. The MDB import/export works flawlessly in 2.69 so long as the mesh itself is not compiled inaccurately, which some of them were.

#12
rjshae

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I've been using those plugins for blender 2.69 to turn Hellfires mounts into a jousting system for the PW I play on. What I could use is a method to modify the animations in blender. The MDB import/export works flawlessly in 2.69 so long as the mesh itself is not compiled inaccurately, which some of them were.

 

I'm not really sure what to check for in the mesh data to correct these inaccuracies you mention. All I get from the MDB files are sets of raw vertex/triangle data and some material parameters. I don't have all the information I need to deal with the Granny files. Any suggestions?



#13
Happycrow

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Hey folks - noob question here.

Was wanting to try gmax and see how I liked running with the lighter footprint software on my new machine, as opposed to 3ds8 on a VERY old lappy of mine that can't be transferred.  But when I go to Tazpn's, he says to put the nwgmax exe file into the given folder... I'm not actually finding it. Instead I have a gmax folder and some ini files.  Am I using the wrong version, or is there some step I'm missing?



#14
Tchos

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Assuming you're using the NWN2 Gmax import/export plugins from here, there is no such file as "nw2gmax.exe" for you to install as the instructions claim.  I believe it's a holdover from an older version, or from the NWN1 version.  Just install the folder named Gmax, and that should do it.

 

I have no nw2gmax.exe file in my Gmax folder, and I can import and export NWN2 files with no troubles.



#15
Happycrow

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So just stick it right inside the main Gmax folder?  No subfolder anywhere?

 

Thanks.



#16
Tchos

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Within the plugin's Gmax folder, there are two subfolders and a file.  The subfolders correspond with folders in your Gmax program folder.  That structure should be preserved.



#17
Happycrow

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GREAT.  Thank you!



#18
TheOneBlackRider

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Configuring Tazpn's 3ds Max MDB Importer/Exporter

 

As mentioned above, ATM you find Tazpn's NWN2 3ds Max / Gmax MDB Importer/Exporter here:

http://nwvault.ign.c...)</span></span>

 

 

Setting up the NWN2-MDB-importer:

This refers to my finding with Gmax, but it probably also counts for 3ds Max:

 

After "installing" Tazpn's NWN2-MDB-importer, make a test import of a "skinned/rigged" mesh, eg. P_HHM_CL_Body01.MDB.

 

If you are missing something, e.g. the Collision Spheres, check the NWN2Utils.ini:
It sets a few needed paths. And since the time the tool was created by Tazpn, a few other versions of NWN2 were published, e.g. NWN Complete or via GOG, and the installation paths and/or registry entries may have changed.

 

I have NWN Complete (which installs NWN1+NWN2) and some things seem to have changed in the path (I used regedit to check the paths):

Original ini-setting:

NWN2Install=[HKEY_LOCAL_MACHINE\SOFTWARE\Obsidian\NWN 2\Neverwinter]=@"Path"

For XP:

@"Path" has changed to @"Location" (the rest is the same)

 

For Win 7 (64):

@"Path" has changed to @"Location"

"Wow6432Node" has been added to the path, so it's

NWN2Install=[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Obsidian\NWN 2\Neverwinter]=@"Location"

And you need the granny2.dll in NWN2 root folder!

 

Now rigged models are imported with the bones/skeleton and collision spheres!

Still, the importer for Gmax is not working 100%:

- Skeleton is not visualized

- Specular Level on texture gets lost

- Envelopes and weighting is out of place

So, you still need to re-weight the mesh (and set the Specular Level to 115 - maybe that's not for all models!).

 

Additional Info from Semper:

The GOG version doesn't come with registry entries, so you have to change the nwn2utils.ini manually. And BTW: You don't have to use an entry of the registry, you could also just use the installation path of NWN2.

 

Confirmed! This is working (example path!):

[Environment]

; Install location for NWN2

NWN2Install=F:\Games\NWN2


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#19
Nicotine Caffeine

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So, considering that the skeleton is not visualized, how do you link the bones to um.. for example a new model?



#20
Rekov

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I haven't been able to get the Blender exporter to work for 2.77a, and I just wanted to check really quickly to see if this is a Blender thing or a me thing.



#21
rjshae

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I haven't been able to get the Blender exporter to work for 2.77a, and I just wanted to check really quickly to see if this is a Blender thing or a me thing.

 

I haven't tried it with 2.77a yet; it's working at 2.73, so probably something has changed in their code.



#22
Rekov

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I got it working 2.77a. Somehow Blender still thought the script was installed, but the files weren't actually there. Reinstalling the add on fixed it.


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