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Blender Source Tools BleST
STEAM-GRUPPE
Blender Source Tools BleST
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8. november 2013
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8
[Solved] DMX Flex Issue (OR Am I doing Something Wrong?)
11
[INVALID] Not sure if this is a BleST or a Blender problem... {Material Filename too long - trunicating.}
Greetings Artfunkle...

Your mission as a member of the IMS is to identify and correct the following situation...

I'm currently working with the new invasion items and SFM, one of my friends asked how to get the helmet of the

"workshop/player/items/pyro/invasion_a_head_full_of_hot_air/invasion_a_head_full_of_hot_air.mdl"

to work with the lighting turned on. (The face dome is visible when lights are disabled and invisible when lights are enabled.) Unable to determine what was calling which material I decompiled the model with Crowbar .33 and attempted to pull the SMDs into Blender.

After 3078 Material Name Trunication errors, I got a model, but the all verts ended up be passes to the one and only material that showed up in Blender...

{screen shot - http://i.imgur.com/xVolIwS.png }

I'm not sure if this is an error cause by Blender Native or something coded into BleST OR if it's something being fed by the Crowbar decompiles to BleST that is causing this, so I don't know who to turn to to report it. (You just happened to be the first I thought of...)

This model has 2 main materials that should be available in Blender...

"invasion_a_head_full_of_hot_air"
and
"invasion_a_head_full_of_hot_air_1"

they live in the "models\workshop\player\items\pyro\invasion_a_head_full_of_hot_air\" folder

When BleST pull in the materials names it tries to pull in the 98 and 99 character file names for each {path/matname} but errors out and trunicates down to 63 characters. Because the first 63 characters of the 2 materials are the same, everything melts down into one material.

If this is a BleST Thing, would it be possible to code the trunication so that if the 63 characters are the same the the last 3 characters increment by 1 for each new material name found.. {sort of like what MS did for Short 8.3 and Long Filenames.} In other words, the verts for material

"models\workshop\player\items\pyro\invasion_a_head_full_of_hot_air\invasion_a_head_full_of_hot_air"

would be assigned to blender materials models\workshop\player\items\pyro\invasion_a_head_full_of_h_001

the verts for material

"models\workshop\player\items\pyro\invasion_a_head_full_of_hot_air\invasion_a_head_full_of_hot_air1"

would be assigned to blender materials models\workshop\player\items\pyro\invasion_a_head_full_of_h_002

Etc etc etc....

OR

Have the materials trunicate by reading right to left 63 characters?

OR

find some magical way of identifying the {path} and chopping it from the Materials name in Blender?

As always, should you or any of your IMS team be caught or captured, Blah da Blah!!!

I will wait for you to Self Destruct in 5 Seconds (after reading this... lol).

If not a BleST problem, please let me know and I'll hit the BlenderArtists.org forums and try for a bug fix there.

Thanks (and with greatest respect for the work you do on this tool)

Pte Jack
15
Blender Cell Fracture to SFM - Vertex Animations??
Ok, This is intriguing, but I have a couple of question because I am confused.

Im my case aI have an object that has 50 fragments. Cell fracture converts these to indivdual objects with origins at the center of each object. BLeST sees these as individual DMX/SMDs. I assume I have to add the vertex animation for each object and this (like its Maya counterpart) only works with the SMD format... This is not a problem, and I see that BLeST adds an icon beside the SMD when the the VA is added (kewl).

Confusion points.

Do I have to create a QC Segment for each object as well, if so, I end up with a Control has already been created error when i compile the qc.. or do I have to rename each control...

If I try to create a QC Segment after doing the export I find that only the SMD selected at the time of generation is referenced. (There is only 1 vcaanim_VertexAnim.smd and one VertexAnim.vta file created) The size of these files suggest that it is only 1 object that has been recorded and the files created.

hmm, I am wondering if I have to rename the VertexAnim reference under the Vertex Animation Tool for Each Object so a vca!!.smd and a va!.vta is created for each as well?? (If this is the case, is there someway to have the tool do this automatically as the objects are added (ie vcaanim_smd_objName.smd and va_smd_objname.vta?))


Not working for me, but I'll keep at it... I'm getting various errors, hmmm, I think I'm doing it wrong.

Seems to add new SMDs to the list, (doubling the SMD count everytime I try. some with Animations listed, some without. Using Blender 2.70a, I'll try by falling back to 2.69b)
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