Blender importer script gone?

Next
 From:  yophie
6989.1 
The blender importer script is no longer listed on the resources page. Is it obsolete? If not, how might I get my grubby paws on it?

(apologies if this is old or redundant... I did a forum search and came up short, but I am new to this program and could well have missed something obvious :)
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
 From:  Michael Gibson
6989.2 In reply to 6989.1 
Hi yophie, yeah the Blender import script only worked in a fairly old version of blender (version 2.49 if I remember right), and not with current versions so I removed it.

See here for some information on a more recent modified script that I think works with current Blender versions:
http://blenderartists.org/forum/showthread.php?299193-Modified-OBJ-Importer-for-Custom-Vertex-Normals



If you do need the old version for some reason, here is the information that used to be listed on the Resources page:

=== Blender importer ===
Download Blender import script: http://home.comcast.net/~gamma-ray/moi/import_moi.py

Anthony D'Agostino wrote a custom blender .lwo import script to enable exporting data from MoI to Blender while preserving the accurate vertex normals to get high quality smooth shading. To use the script, you need to turn vertex welding off when you export from MoI - in the Mesh options dialog, click the small arrow in the lower-left corner to expand to detailed options, and uncheck "Weld vertices along normals". Getting the accurate normals makes a significant difference in increasing render quality, it eliminates small shading glitches that happen when the shading normals are created just from averaging adjacent polygons. More information in the forum post: http://moi3d.com/forum/index.php?webtag=MOI&msg=979.1. Also see this other forum post: http://moi3d.com/forum/index.php?webtag=MOI&msg=3583.1 for a link to Anthony's custom build of Blender that does not throw out normals and recalculate them for rendering.

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged
 

Reply to All Reply to All