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  1. #361

    Default

    Thank you for prompt reply. I will try it and will update you on my progress.

  2. #362

    Unhappy I received error messages

    Hi guys,
    I am using Blender 2.57 and ASE Export 1.4.1. I just wanted to export my model to UT2004.
    I tried to follow the latest tutorial but I got error messages. It seems to me that I made something wrong but i don't have any idea. These are the messages. Hope someone can help me.



    Traceback (most recent call last):
    File "C:\Jude\INSTAL~1\BLENDE~1.57-\2.57\scripts\addons\ASE_Export_vMC-1-41.py", line 1094, in execute
    model = gatherData(self)
    File "C:\Jude\INSTAL~1\BLENDE~1.57-\2.57\scripts\addons\ASE_Export_vMC-1-41.py", line 1042, in gatherData
    matlist = cMaterialList()
    File "C:\Jude\INSTAL~1\BLENDE~1.57-\2.57\scripts\addons\ASE_Export_vMC-1-41.py", line 123, in __init__
    bpy.ops.object.transform_apply(scale = True)
    File "C:\Jude\INSTAL~1\BLENDE~1.57-\2.57\scripts\modules\bpy\ops.py", line 179, in __call__
    ret = op_call(self.idname_py(), None, kw)
    AttributeError: Calling operator "bpy.ops.object.transform_apply" error, could not be found

    location:<unknown location>:-1



    Thank you for any help.

  3. #363

    Default

    This error is happening because the version of the script you are working with is newer than your version of Blender. The transform_apply API call is not found in Blender 2.57. I suggest downloading the latest version of Blender and the latest version of the script in order to export your model. Any questions let me know.

  4. #364

    Default

    Hi there again. I was able to export successfully. Thanks for your help. However the importing wasn't that successful in Unreal Editor v3 (this is for UT2004).
    Here is the error message i get after importing to UnrealEd.

  5. #365

    Default

    I'm not familiar with ued, but i know that a lot of people have used this script for it. go through this checklist and make sure you have done each step:

    • uv unwrap your mesh
    • add a material and assign it
    • have a second uv texture slot for lightmap


    If all else fails, upload your mesh and i'll eyeball it.

  6. #366
    MSgt. Shooter Person
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    Default

    I'm always getting this error with the new script (v2) and Blender 2.63a...
    Code:
    Traceback (most recent call last):
      File "\ASE_Export_v2.py", line 1059, in execute
        geolist       = cGeomObjList()
      File "\ASE_Export_v2.py", line 352, in __init__
        geoobj = cGeomObject(object)
      File "\ASE_Export_v2.py", line 374, in __init__
        self.mesh = cMesh(object)
      File "\ASE_Export_v2.py", line 427, in __init__
        self.tvertlist = cTVertlist(object) 
      File "\ASE_Export_v2.py", line 603, in __init__
        mesh = bpy.data.meshes[object.name]
    KeyError: 'bpy_prop_collection[key]: key "Mesh" not found'
    
    location:<unknown location>:-1

    Not sure if I'm missing something but the workflow is as usually.

    Thanks in advance.
    Last edited by mAlkAv!An; 06-15-2012 at 05:27 AM.
    3.1415926535
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  7. #367

    Default

    This is a side effect of one of the script changes i did, not working as intended, i'll fix it later on. In the mean time here is the work around:


    content browser.jpg

  8. #368
    MSgt. Shooter Person
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    Default

    Me again. Exporting a mesh with vertex colors does result in this error message:

    Code:
    Traceback (most recent call last):
      File "\ASE_Export_v2.py", line 1059, in execute
        geolist       = cGeomObjList()
      File "\ASE_Export_v2.py", line 352, in __init__
        geoobj = cGeomObject(object)
      File "\ASE_Export_v2.py", line 374, in __init__
        self.mesh = cMesh(object)
      File "\ASE_Export_v2.py", line 431, in __init__
        self.uvmapchannels = self.uvdump(object)
      File "\ASE_Export_v2.py", line 498, in uvdump
        self.uvm_cvertlist = cCVertlist(object)
      File "\ASE_Export_v2.py", line 670, in __init__
        temp.append(face.color1)
    AttributeError: 'MeshLoopColor' object has no attribute 'color1'
    
    location:<unknown location>:-1
    Model has 2 uv layouts.
    3.1415926535
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  9. #369

    Default

    Ill look into it tonight. Thanks.

  10. #370

    Default

    Quote Originally Posted by mAlkAv!An View Post
    I'm always getting this error with the new script (v2) and Blender 2.63a...
    Code:
    Traceback (most recent call last):
      File "\ASE_Export_v2.py", line 1059, in execute
        geolist       = cGeomObjList()
      File "\ASE_Export_v2.py", line 352, in __init__
        geoobj = cGeomObject(object)
      File "\ASE_Export_v2.py", line 374, in __init__
        self.mesh = cMesh(object)
      File "\ASE_Export_v2.py", line 427, in __init__
        self.tvertlist = cTVertlist(object) 
      File "\ASE_Export_v2.py", line 603, in __init__
        mesh = bpy.data.meshes[object.name]
    KeyError: 'bpy_prop_collection[key]: key "Mesh" not found'
    
    location:<unknown location>:-1

    Not sure if I'm missing something but the workflow is as usually.

    Thanks in advance.

    I had this same error also.

  11. #371

    Default

    ASE update to version 2.01, see first page of thread for change log.

  12. #372
    MSgt. Shooter Person
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    Default

    Thanks a lot for the update.
    That color1 error message has gone but vertex colors won't export for me. Is there something special to do in blender or is it just not working (yet)?
    3.1415926535
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  13. #373

    Default

    There's a certain material setup you need to do in UDK to get vert colors to show up, I spent a while yesterday trying to find it with no luck (I can't remember from the setup from the last time I implemented it). The color information is exporting in the file though, it no longer needs two uv's to export. If anyone knows, please post it and I'll add it to the doc.

    I did change where the vertex color info is placed in the script, I don't think (hopefully) that will cause it to not recognize. I'll jump back to the script and get it to work if we still can't get it to identify the paint data.
    Last edited by MCampagnini; 07-04-2012 at 07:23 AM.

  14. #374
    MSgt. Shooter Person
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    Default

    No, this is really related to the exporter I think. The same file does export fine with vertex colors from Blender 2.61.
    I know how to setup the UDK material.
    3.1415926535
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  15. #375

    Default

    Ok, I'm on it.

  16. #376
    MSgt. Shooter Person
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    Default

    Btw, here's a screen for the doc:

    Blender Vertex Paint
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    UDK material setup
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    I suggest not using white for the vertex colors but black.
    3.1415926535
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  17. #377

    Default

    Updated the script to v2.01a which fixes the vertex painting issue. Thanks for all the extra information malk. UDK is not my medium so it helps! If anyone has any problems with the script, let me know.

  18. #378
    MSgt. Shooter Person
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    Default

    Thanks MCampagnini, the exporter is just working perfectly now.
    I guess many people will be happy to use the new Blender features that came with 2.62 and 2.63 now without any constraints.
    Last edited by mAlkAv!An; 07-05-2012 at 03:28 AM.
    3.1415926535
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  19. #379

    Default

    I'm trying to install the add-on, but it isn't working. I navigate myself to the folder where I've extracted the the python script to, but as soon as I click it, it just goes back to the screen listing all of the add-ons, not to an individual thing like shows in the video. I've got no idea what I'm doing wrong.

  20. #380
    MSgt. Shooter Person
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    Default

    It might be in the listing anyway. The only thing that happens usually is an automatic search for the addon name so you won't see other entries.
    You can type in ASCII by yourself in the search field at the top left or specify the category to Import-Export and see if it's there.
    3.1415926535
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  21. #381

    Default

    and fyi for those interested, another update is in the works...there is a problem when constructing the smoothing groups that I just found out tonight. Also adding options to make the ase readable to other technologies as well (idtech 4, etc).

  22. #382

    Default

    Oh yes, I found it now. Thanks.

  23. #383

    Default

    ASE upgraded to version 2.5, improved performance and added id tech 4 support (not sure how useful that will be for people around here, but it's there).

    Download: http://code.google.com/p/ase-export-vmc/

  24. #384
    MSgt. Shooter Person
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    Default

    Thanks for your hard work.

    btw your tut video Blender 2.63a and ASE 2.01 had the women in the room with me in fits of laughter... thankfully you didn't add a couple of oranges.

  25. #385

    Default



    when the time is right i'm going to make a video covering the advanced options so everyone can figure out which toggle does what.

  26. #386
    MSgt. Shooter Person
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    Default

    fascinating

  27. #387
    MSgt. Shooter Person
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    Default

    Just want to say that script v2.01a is apparently working fairly well with Blender 2.64 final, no issues so far.
    3.1415926535
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  28. #388

    Default

    Noted. Thanks, I'll keep an eye out here if any issues crop up.

  29. #389

    Default

    I have been out of the mapping/modding frame of mind for much of the year. I am back into and relearning Blender (forgot too much of it). That said, I want to say thanks for up keeping the script to work with newer versions of Blender.

  30. #390

    Default

    Welcome back. I still drop by the UDK forums in case someone needs help with the script. If any issues pop up, just leave a message.

  31. #391

    Default

    A question I don't think that's been asked yet... Is it possible to add the export command to the Object Mode tool shelf? Blender Cookie did a tutorial on how to customize this too shelf and when I go to export a bunch of models, it would be nice to use this shortcut.

  32. #392

    Default

    Quote Originally Posted by Odedge View Post
    A question I don't think that's been asked yet... Is it possible to add the export command to the Object Mode tool shelf? Blender Cookie did a tutorial on how to customize this too shelf and when I go to export a bunch of models, it would be nice to use this shortcut.
    There are too many export options to simply use a shelf. A quick export button would be feasible, but I'm not convinced it's worth my time investment!

    Edit: There are also context sensitive areas in Blender that you have to jump through hoops on. Cursor not on the 3d viewport? You can't perform function A.

  33. #393

    Default

    Quote Originally Posted by MCampagnini View Post
    There are too many export options to simply use a shelf. A quick export button would be feasible, but I'm not convinced it's worth my time investment!

    Edit: There are also context sensitive areas in Blender that you have to jump through hoops on. Cursor not on the 3d viewport? You can't perform function A.
    Thanks for the reply... I wasn't really asking you to add it, just wondering if I could add it to a shelf easily.

  34. #394
    MSgt. Shooter Person
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    Default

    I am having some problems. Whenever I try to export my mesh (a deco box mesh) some of the normals get flipped. So I've tried going through each face and reverting them to the correct orientation, i.e. flipping normals, but the problem persists after export. Not sure if it matters, but after export it sends me back to edit mode with edge select being the default. I have tried another exporter (fbx) and this does not happen - no faces inverted, reverts to object mode. This happens for both the latest exporter and the former 2.01?

    Before & After export (i changed to face select mode [export] to make the comparison easier).


    I can offer the mesh if that helps but I'm out of ideas, any help would be appreciated.

  35. #395

    Default

    Achernar,

    Are you flipping the normals manually or with the automated command? Are there duplicate vertices that might be causing a problem with extra faces? Can you tell I am guessing?

    If McCampagnini doesn't respond, I can test on my machine tonight. Just email it to me. or PM me.

  36. #396
    MSgt. Shooter Person
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    Default

    Well both actually. I found I needed to resort to manual as the automated version doesn't do a very good job. Not sure how significant that is? Never the less the exporter does have a lot of trouble with this mesh.

    Check your PM. Thanks for checking it out.

  37. #397

    Default

    Have you tried to turn off the export option that says "Recalculate Normals"? I have also had trouble with the Blender recalculate normals algorithm before. Feel free to send me a PM with the model download link if the reclac normals option doesn't do it.

  38. #398

    Default

    Achernar, I got your model and tried recalculating normals on the outside, but it didn't work. I then tried flipping them one by one (didn't do all of them) by going to Mesh > Normals > Flip Normals. I MCampagnini's suggest and left "Recalculate Normals" unchecked. Seems to work fine for me. I am using Blender 2.64 + latest ASE exporter.

    Achernar, check your PM inbox as well.

    On a side note... Blender 2.65 was just released.

  39. #399
    MSgt. Shooter Person
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    Default

    @MCampagnini
    Thanks for the suggestion. This has helped alot, so glad it was a simple fix.

    @Odedge
    Thanks for taking a look and we managed to get to the bottom of it.

    Already got it installed

  40. #400
    Iron Guard
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    Gamertag: The Clown 117

    Default

    I'm not sure if anyone else has the same issue, but all of my meshes end up really large upon import to UDK. The default blender cube that the .fbx exporter reads as 2*2*2 UU is read as 32*32*32 UU by the .ase exporter. It's just a lot of extra math to have to do to figure out the size of my object prior to export, otherwise I haven't had any issues with it.


 
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