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From: Michael Gibson
Hi NightCabbage,
> (as I understand it, you need both the blender patch, and
> the import script in order for this to work, right?)
Yes, that's correct. The Blender patch stops the good normals from being thrown away during various operations including rendering.
But there won't be anything to preserve if you don't get the good normals imported in the first place. The import script is what handles that part, getting the good normals into Blender to start with.
- Michael
From: anthony
I finally rewrote the script for Python3.1/Blender2.5. I've been meaning to do this for a while and thought I'd wait until 2.5 became stable, but since there's some demand for it, I did it now. It's bundled with my current 2.5 build.
Note: Export with the vertex-welding option turned off. And
do not use ngons for now.
From: NightCabbage
Haha, you made me a very happy Cabbage :D
Also, not that I really know what I'm talking about, but I believe you can use the following function that's sitting in the import_scene_obj.py script:
def BPyMesh_ngon(from_data, indices, PREF_FIX_LOOPS= True)
Should be the same as the original, I think? The author had to copy & paste it, as the bpymesh module is no longer present.
You have made my life much easier thanks to this <3
From: NightCabbage
Hmm, just a quick question...
So when I select an object in Blender, I normally get an outline in orange of the object - like in the picture below, on the left.
However, when I select an object imported via the moi lwo script, I don't see the orange outline - just a little orange rectangle at the origin.
Is there any way to fix this?
It's not a huge deal - but it would be nice to see what I've got selected when I'm putting materials on them, etc. (the little tank thing in that picture is made up of 6 objects, but nothing visually changes when I select different parts)
Cheers!!
Image Attachments:
blender.png
From: anthony
I'm glad you like it.
I did see the BPyMesh_ngon function, but didn't have time to experiment with it. I don't know about the outline, but it does show up after exiting edit mode. I'll have look into it when I get some free time.
From: NightCabbage
Thank Anthony :D
Much love!
From: karlos2323
Hi! please help me...im new at blender and im kinda stupid... where do i put the link you are giving so i can use a MoI3D file into blender...please help me i dont know anything about scripts and i can't seem to find where to put the link you give
From: Michael Gibson
Hi karlos, to install the script, you copy the import_moi.py file into Blender's script folder, which by default will be here I think:
C:\Program Files\Blender Foundation\Blender\.blender\scripts
Once that import_moi.py file is in Blender's script folder, the next time you start it up it will have a new entry on its File > Import menu that says "MoI with Normals (.lwo)".
Note that this is for Blender version 2.49 only, the script will not work on the newer Blender 2.5 versions.
- Michael
From: NightCabbage
Hey
Anthony also made a 2.5 version, which can be located here:
http://chronosphere.home.comcast.net/~chronosphere/true-normals.htm
From: jweber (WEBER151)
Hi All,
Just wondering if there's still a blender importer out there for MoI?
Thanks!
From: Frenchy Pilou (PILOU)
Import a Blender file inside MOi ?
you can use directly OBJ files with the Max Smirnov _importOBJ or the new native Transform / SubD
You can also use FreeShip to export in IGES format, the "subdivision surfaces" made with Blender.
I believe that Blender has not yet Nurbs Volumes!
From: Michael Gibson
Hi jweber, if you mean importing files made in MoI into Blender, it used to be the case a long time ago that a special importer was needed to have vertex normals come through. But Blender's default .obj file importer has been improved a lot since then so now there is no need to use any special importer, just use .obj format for transferring into Blender.
- Michael
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