Thank you for prompt reply. I will try it and will update you on my progress.![]()
Thank you for prompt reply. I will try it and will update you on my progress.![]()
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.
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.
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.
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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.
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.
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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
Me again. Exporting a mesh with vertex colors does result in this error message:
Model has 2 uv layouts.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
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Ill look into it tonight. Thanks.
ASE update to version 2.01, see first page of thread for change log.
- New video: http://www.youtube.com/watch?v=63Wz0FoK2U0
- Download: http://code.google.com/p/ase-export-vmc/
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)?
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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.
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.
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Ok, I'm on it.
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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.
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.
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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.
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.
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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).
Oh yes, I found it now. Thanks.
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/
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.
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.
fascinating![]()
Just want to say that script v2.01a is apparently working fairly well with Blender 2.64 final, no issues so far.
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Noted. Thanks, I'll keep an eye out here if any issues crop up.
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.![]()
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.
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.
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).
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I can offer the mesh if that helps but I'm out of ideas, any help would be appreciated.
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.
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.
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.
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.![]()
@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![]()
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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