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Subject: trying to create poser morph


haloedrain ( ) posted Sat, 18 November 2006 at 9:45 PM · edited Tue, 26 November 2024 at 5:42 AM

But blender is reordering the vertices, so when I apply it to the poser character it looks pretty strange - right shape overall, but everything is in the wrong place.  Is there a way to make it not do that?


jestmart ( ) posted Sat, 18 November 2006 at 10:16 PM

You need this object import/export script

obj_io_modif228.py

but unfortunately I don't remember where I got it from.


haloedrain ( ) posted Sat, 18 November 2006 at 10:19 PM

oh, ok, thanks, I'll look for that


haloedrain ( ) posted Sat, 18 November 2006 at 10:22 PM
Ayamikhan ( ) posted Sun, 19 November 2006 at 1:22 AM

Quote - Is this it?

Yes, that's the one.

These might also be of use :-

Cr2bone import, PoserIO, and Poselib,

which is discussed here A pose-handling script.

If this is stating things you already know or were discussed earlier in this forum, my apologies :)

Tenzin.

Rendered unconscious in 3D dreams

http://blendertorenderman.blogspot.com
http://neurochemic.blogspot.com
http://tenzintogden.livejournal.com
http://ttenzin.googlepages.com
http://eurochemistry.googlepages.com
http://ayamikhan.deviantart.com
http://www.youtube.com/Ayamikhan


jestmart ( ) posted Sun, 19 November 2006 at 9:15 PM

Yes that is the script.  I think it was writen for Python 2.3 but it does work reasonably will with v2.4.  It did crash Blender though if I Closed (Exit can't recall the exact name of the button), so I just leave it running in the background.  I also still have to edit the exported oject file to change the o's for objects to g's and varify the names are right ( it tends to add the material group name to theobject name).  To be completely honest I haven't even tried Blenders new Import/Export function to see if  it would work with the right settings.


haloedrain ( ) posted Sun, 19 November 2006 at 9:38 PM

This may be a silly question, but how do I find the obj_io... script in blender?  I stuck the script into the "script" folder, usually when I do that it appears in one of the script menus in the script panel.  I'm not seeing this one...?


Ayamikhan ( ) posted Mon, 20 November 2006 at 1:25 AM · edited Mon, 20 November 2006 at 1:36 AM

As Jetmark says, the Close button will close Blender. Use the Continue button.

You might also to modify exported Obj files as is advised, but I've only opened Blender exported Obj in Ayam3d to apply RMan shaders and had no need to.

Some old Blender scripts don't have the BPy header section that's used by modern Blender to automatically register them in the scripts menu.

I do it the old way, which is :

Open the Bpymenus file in the .blender folder above the scripts folder in a text editor,
and the .py files you want to add to the scripts menu in another tab in the text editor,

Then you need to find in the Bpymenus file the section titled Import  and add a new line containing the data it should have been given by the script's registration header :

Import  {

'OBJ...' 232 objio_modif232.py 0 'Import Wavefront File Format (*.obj)'
}

Then save the Bpymenus file, and restart Blender.

This must be the exact same information as in the scripts header if it has one. The current Blender API syntax for that header is :

#!BPY
#"""Registration info for Blender menus:
#Name: 'OBJ...'
#Blender: 232
#Group: 'Import
#Tip: 'Import Wavefront File Format (*.obj)'
#"""

Note the Bpymenu entry is the data from the different fields from #Name: and #Blender:, with the name of the script added inline then a 0, then finally the #Tip: section.

Some older scripts instead have only the # before !BPY and are not recognised, other scripts have no registration header at all.

Since I prefer all scripts to be in my menu, I add this data for the ones that have to be started from Blender's text editor with Alt+P or File Menu > Run script, or are run from opening .blend files, by saving the text of the script from Blender's text editor as a .py in my .blender/scripts folder and manually adding them to Bpymenus in the same way above.

Also because since the auto registration function has been added to Blender, I have never known it to work in SuSE so I will continue doing things the old way :)

Tenzin

Rendered unconscious in 3D dreams

http://blendertorenderman.blogspot.com
http://neurochemic.blogspot.com
http://tenzintogden.livejournal.com
http://ttenzin.googlepages.com
http://eurochemistry.googlepages.com
http://ayamikhan.deviantart.com
http://www.youtube.com/Ayamikhan


haloedrain ( ) posted Mon, 20 November 2006 at 7:41 PM

Ok thanks guys, I have it working now.  Actually I think I knew about that menu stuff, but it's been so long since I had to do that that I completely forgot!

By the way, for the record in case someone else comes looking for this, you should just leave the default  export options in the script.  Changing the defaults can result in getting the horrible exploding body part problem again.


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