Telliamed on 30/7/2011 at 02:37
Spurred by Keyla asking about motions, I figured we need more exporters for Blender.
(
http://whoopdedo.org/lgtoolkit-blender.zip)
* Import/Export E files directly (no 3ds conversion)
* ImageMagick included for reading and writing GIF textures.
* Convert to and from BVH
One thing to keep in mind when animating is that you can't change the length of bones, and can only change the offset of the root bone. (Actually, that might not be true. The MI would seem to accept multiple offset components, but I've never seen a model that used it.) So after importing you should go through and lock the scale and offset boxes. It also helps to anchor the limbs so the head of each bone is connected to the adjoining tail. BVH doesn't do this automatically, so when you export the unconnected bones it dumps everything with location/rotation. Just don't anchor to torsos or things get weird.
I'll keep working on adding direct import/export. There's some minor inconsistencies with the quaternions I need to get straight.
By the way, if anyone has a Kinect, I saw someone made a mocap rig that writes BVH files.
seventyfour on 31/7/2011 at 10:28
Now this is good news! :thumb:
I've been longing for a such exporter for quite some time now, I did contact Shadowspawn about it months ago too without any go, as he also were working on a similar one.
I'll download it ASAP to try it out and give some feedback if necessary.
Ryan Smith on 17/8/2011 at 21:02
Now why wasn't I told about this? :D
It's nice to see an alternative solution to my "stick man direction" problem with the motion editor. I'll have to take a look at this and see what I can do :).
brush on 9/12/2011 at 10:34
I tried many times installing the E-Plugin in different ways. It seems it doesn't works for me. Really want to know how to install it on WinXP-32 systems? Already read all informations in "Readme.txt". Blender-Version 2.59 already includes "Python 3.2", but "Python 3.2" is also installed seperately. Every time I get this warning message: event has invalid window!. I don't know if it is necessary to set a "pythonpath" or how it would be set correctly. There are only some few informations about Python-Version like 2.2 up to 2.6, but no one for 3.2. So I tried and tried for nothing. Admin; set "pythonpath" to key "C:\Python32;C\Python32\Lib;...etc". It seems to be impossible...No more ideas? Really want to getting start it.
Naks on 24/12/2011 at 09:31
Brush,
Looking Glass Toolkit for Blender 2.5
1. Install Python 3.2.
(
http://python.org/download/)
2. Install Blender 2.5.
(
http://www.blender.org/download/get-blender/)
3. Install the E plugin.
Copy "io_scene_e" to your Blender addons directory.
I have XP Pro 32-bit on my old comp and it works for me. I install
first Phyton 3.2 and change the path installation to C:\Program Files\ and after that I installed Blender 2.61. Then, I copy E plugin in the path of Blender addons directory.
I hope this will help you.
brush on 29/12/2011 at 18:01
After new installation of Python3.2 and Blender2.61 the Blender console displays: "found bundled python: C:\*\Blender2.61\2.61\python". That means for me Blender doesn't notice the main Python32. So it can only uses its own one.
Later, after installing the E-Plugin both menus (Import/Export) show "e-file (.e)", but the console get the warning-message: "event has invalid window!". After restarting Blender the E-plugin is autom. deactivated. What's about setting a "PYTHONPATH" to declare Phython32 as a public variable?
OT: There is also an addon called "DarkExporter" by Elenir. but temporary there is a problem caused by BlenderAPI. So I tried Blender2.59 at least.
(
http://www.bytehold.com/index.php/my-blog/511-dark-exporter-problem)
R Soul on 15/8/2013 at 23:28
I wanted to make a pose (rather than a proper animation), but even so I found the motion editor too hard to work with, so I looked into this.
I couldn't get the Python scripts to run in Blender so I installed Python separately and ran them from the command prompt.
After a bit of trial and error, I found that the bvh import settings need to be Y forward and Z up, otherwise the exported motion is contorted.
Those aren't the default settings, but the bvh import script can be edited. Open up [blender folder]\[version number]\scripts\addons\io_anim_bvh\__init__.py
On line 121 change default='-Z' to default='Y'
Then, on line 133 change default='Y' to default='Z'
PinkDot on 13/9/2013 at 22:10
I'm working on a motion importer for 3dsmax and I'm having a hard time getting the right bone orientation. All the motions I load make no sense, as bones get randomly twisted. When I adjust the settings to work OKish for the legs, than the arms get contorted even more...
Could somebody who managed to import and export correctly some motions using the above script, do a screengrab of the bone structure with the axis orientation of each bone indicated?
Also I'm not sure if the rotation inheritance should be on for every bone in the skeleton or just for some of them? Or maybe for none of them..?
If anybody could answer these questions that would be a huge help. Thanks!
nemyax on 16/9/2013 at 12:55
Would anyone be interested in a direct static model
.bin import/export addon? I'm writing one now ((
https://sourceforge.net/projects/blenderbitsbobs/files/)), and I tried advertising it at darkfate.org, only to find that not a soul gives a toss over there.
Maybe someone at TTLG cares?
R Soul on 16/9/2013 at 16:06
Any tool that simplifies the process is welcome, but a while ago I wrote a (
http://www.ttlg.com/forums/showthread.php?t=141601) program that uses the existing tools, but automates the process of finding the best bin file (user's obj folder, ep.crf or original crfs) and then finding the best textures using the same rules. And for Blender those textures have to be converted because it doesn't support gif.