[b][url=http://www.blender.org/]Blender 2.5[/url] knocks the socks off 2.4, and [url=http://steamreview.org/BlenderSourceTools/]there's an SMD and DMX importer/exporter ready to go for it[/url].[/b]
* One-click export and import
* SMD and DMX
* Support for most Blender features
* Export multiple objects to one file
* Compile QCs automatically
* Import complicated models by QC
[url=http://developer.valvesoftware.com/wiki/Blender_Source_Tools_Help]See VDC for detailed instructions.[/url]
That is awesome!
But hasn't the 2.5 beta been out for like, over a month?
Still awesome though. Will be making my switch from 3DS Max to Blender really soon.
Awesome, I can confirm everything works out nice.
[highlight](User was banned for this post ("Why Reply? [Benji]" - Asaratha))[/highlight]
[QUOTE=Aceid;27531649]That is awesome!
But hasn't the 2.5 beta been out for like, over a month?[/QUOTE]
Thanks. The script has been around since since August last year, it's just been buried in the 2.4 thread until now.
are they to use recolor the ragdolls?
How is the scaling when exporting a model? Is it closert to a 1 to 1 exportation? I cannot try it out right now but I will once I get home.
Nevermind, I saw the picture up close. Its a huge model.
for downloading smd...i dont have user prefrences or know how to install it please help :ohdear:
Then you probably aren't using Blender 2.5.
I just released 0.11.2, which fixes broken mesh export when vertex group weighting is used. (WTF? Did nobody notice?)
Hey just now messing with 2.5 and i'm loving the new ui. Anyways i was wondering if anyone can tell me how to get the textures for the hands into blender so that i can make some viewmodels.
Go into edit mode, select all. Open the UV/Image Editor (Shift + F10) and open your decompiled image. Back in the 3D view (Shift + F5) , exit edit mode to see the changes.
In other news, 0.12.1 is out with an update checker. Never miss a bugfix again!
Thank you SO much i have been trying to figure this out for a week now!
Could someone link me to a good tutorial for the animations. I can't seem to figure out how to export them.
You have to make them on an armature in pose mode, then they export like meshes. I guess you are doing object-level animation?
shit.. i think you have to pay for 2.5 am i right...sorry im new to blender
[QUOTE=Varsity;27618636]You have to make them on an armature in pose mode, then they export like meshes. I guess you are doing object-level animation?[/QUOTE]
So i have my animation. I just need to know how to export it. Do i select he mesh then export or what?
@cheese And blender is free.
[QUOTE=cheesecurls;27620166]shit.. i think you have to pay for 2.5 am i right...sorry im new to blender[/QUOTE]
Blender has been free since June 2000..
(still using 2.49 because my 3D mouse isnt supported in 2.5 yet.)
[QUOTE=Mike&Ike;27620680]So i have my animation. I just need to know how to export it. Do i select he mesh then export or what?[/QUOTE]
I said *like* meshes. You export the armature to get its animation.
pshh wow am i fucking retarded
Varsity.. THANKYOU for your work on that plugin.
I was finally able to export and compile this beasty into a working animated MDL.
Now I need to get it textured. (I suck at this)
Nice! You'll have to thank EasyPickins for the animation though, handling it was quite beyond me. :)
[url=http://code.google.com/p/blender-smd/downloads/list]Just released a new version[/url] which greatly improves shape key (i.e. flex) export:
[*] The updater no longer stops looking for updates the first time it finds a candidate
[*] Cleaned whitespace
[*] [b]Shapes can now be exported from meshes with modifiers, and from surfaces[/b]
[*] [b]Shapes now affect vertex normals[/b]
[*] The reference mesh of an object with shapes will now always be the first shape, not whatever happens to be active
[*] Fixed unkeyed poses being preserved only on bones that are selected
I'm still using Blender 2.49, for some reason it's hard for me to switch to this version, but ehh, mabey I'll give it another try.
[url=http://code.google.com/p/blender-smd/downloads/list]Quick update[/url] to fix a fatal error introduced last time, and to support shape export from groups. This release also labels your VTA frames, which is nice. :)
Deep down I want to learn how to model properly, but blender just looks so complicated and never does what I want it to :smith:
[QUOTE=Agent Cobra;28429114]Deep down I want to learn how to model properly, but blender just looks so complicated and never does what I want it to :smith:[/QUOTE]
Blender take time to learn but it's really easy when you got it. It's really powerful, maybe not as much as 3ds max but it way better then the other modelling softwares.
I'm with zombie on this one. I thought Blender was pretty damn complicated at first, but it's actually quite easy once you've been working with it for a few weeks.
Is there a way to make a UV map and normal map out of the materials you made in the Blender 2.5 material tab instead of doing a smartproject UV in photoshop?
What do you mean by making a UV map from a material? They are made from meshes.
[QUOTE=Varsity;28453837]What do you mean by making a UV map from a material? They are made from meshes.[/QUOTE]
I mean the materials that you apply to the mesh's faces in the material tab:
You want a materials to applied as a UV map? well go in map input and press UV. Make sure your model is UV'ed and your texture use the same Layout for it to work.
Sorry, you need to Log In to post a reply to this thread.