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Featured upload! Blender 2.7 TS3 Tools v3.02 updated 5-2-14

by cmomoney Posted 15th Feb 2011 at 8:32 PM - Updated 2nd May 2014 at 4:08 PM by cmomoney
214 Comments / replies (Who?) - 25 Feedback Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
Blender 2.7 TS3 Tools


Blender is a free open source 3D program. With Blender and this set of tools, you can create 3d meshes to be used in TS3 as objects, i.e. chairs, tables, ect. You can get Blender 3d 2.65a here.

THIS WORKS FOR BLENDER 2.63-2.7+ AND IS ONLY FOR OBJECTS.

Features:
  • Import/export - import/export MLOD and MODL files(.s3m2b)
  • Geostate Editor - editor for geostates(multistate objects)
  • EZ Bake - bake multiplier, rgb, and specular images with just a few clicks
  • Image Loader - apply images to objects and get and idea how they will look in-game(including alphas)
  • Mesh Swap - swaps your mesh with the imported EA mesh.
  • Create ShadowMesh - makes a mesh into a sunshadow mesh by correctly sizing and positioning
  • Fix Seams - fix unsightly seams created when splitting vertices/edges(aligns vertex normals)
  • Make Glass - automagically give a group a glass material with one click(Blender viewing only)
  • Hide Bones - hide/show the bones in an object with one click
  • Add Lights - adds a four point lighting set up for checking specularity
[*]Drop Shadow Strength - adjust the strength of dropshadows

Installation:

1. Download and extract the "io_TS3_tools.py" and put it where you can find it.
2. Start Blender and go to File->User Preferences(or press CTRL+ALT+U).
3. Click the "Add-Ons" button at the top of the User Preferences window.
4. Click the "Import/Export" button on the left, then click the "Install Add-On" button at the bottom.
5. Navigate to where you extracted the file and select the "io_TS3_tools.py" and click "Install Add-On". TS3 Tools is added to the the list.
6. Click the check box to the right of the TS3 Tools in the list. The importer/exporter is added to the File->Import menu, and the TS3 Tools and TS3 Image Loader panels are added to the Properties Editor under Scene.
7. Close the User Preferences window, and hit CTRL+U to save as default(if you want TS3 Tools to be there next time you start Blender).

Importing/Exporting:

You will need the latest QA version of S3PE to use this script. and the latest MeshExpImpHelper

Importing:
1. Select the MLOD/MODL in s3pe, right click on it, and select "to s3m2b". Save the file in it's own folder.
2. Start Blender, and in the Properties editor under Scene, click the Import button in the TS3 Tools panel or go to File->Import->Sims 3 MLOD/MODL. Navigate to the your folder and select the name_filebase.s3m2b file.

When creating you new mesh, to keep sharp edges, you will have to use the Edge Split modifier. Also, UV mapped parts that are separated on the map should be split in the mesh. The exporter only exports changes made in Edit Mode, changes made in Object Mode are ignored.

To assign a new mesh to a group:

1. Right-click on the new mesh(s), the hold SHIFT and right-click on the mesh you want to replace.
2. Click the 'Swap' button.

To assign vertices to the joints:
1. Right-click on the mesh and press TAB to go into Edit mode.
2. Select the vertices you want to add to a joint. In the Properties editor, select the "Object Data" panel(button with triangle/w dots at the corners).
3.In the "Object Data" panel under 'Vertex Groups', select the joint you want to assign to, and click assign.

Exporting:
1. In the Properties editor under Scene, click the Export button in the TS3 Tools panel or go to File->Export->Sims 3 MLOD/MODL. If you haven't triangulated your meshes(CTRL+T in Edit mode), click the Triangulate checkbox in the export options panel(bottom-left of the file select window). Navigate to the folder you imported from, select the name_filebase.s3m2b file, and press "Export MLOD/MODL".
2. In s3pe, open the package. Right-click on the MLOD/MODL you exported from and select 'from s3m2b'. Navigate to your newly created .s3m2b file and click 'Open'.

Exclude from Export
This function allows you to specify groups to be left untouched on export. Any groups with this setting will be skipped during export, leaving the original group unedited. This is perfect for making beds, as you can exclude every group but the frame and dropshadow, and edit them without having to worry about borked normals on the mattress due to Blender recalculations. Just select the group(on at a time) to exclude and press the 'Exclude from Export' button. Do the same to re-include a group.

EZ Bake:


note: You must have a UV/Image editor window open in your scene. Also, Material mode must be set to GLSL and Shading method to Textured to view the results on the mesh. See this tutorial.

Multiplier:
1. Select the groups you want to bake.
2. In the TS3 Tools panel in the EZ Bake section, select the size of the image, and the baking method you want to use.
3. Click the Bake button. Press ALT+Z to change to Textured shading and see results on the mesh.
4. In the UV/Image editor, go to Image->Save As to save you image. Default format is .png. you will have to open your image in an graphics program to save it as a .dds.

RGB Mask:
TBA

Specular:
TBA

Image Loader


note: Material mode must be set to GLSL and Shading method to Textured to view the results on the mesh. See this tutorial.

1. Select a group. Click Open under whatever image you're trying to load(multiplier, mask, overlay, specular, or dropshadow).
2. Navigate to the image and click Open.
3. Press ALT+Z to change to Textured shading and see results on the mesh.
4. To remove an image, simply click the X next to that image.

To view the specularity(if specular image is loaded), make sure the 'Shadeless' box is unchecked and you have lights in your scene(or just use 'Add Lights').

Geostate Editor


Viewing
With an object containing geostates imported, and its images loaded, select the group containing the geostate. In the geostate editor panel, select the geostate you wish to view and click 'View'.

Editing
1. Make sure you're viewing the geostate you wish to edit and switch to edit mode.
2. Click the 'Show All' button to see the complete mesh.
3. Select the faces you want included in the geostate, deselect the the faces you don't want included in the geostate.
4. Click the 'Set' button to set the geostate.

Fix Seams:

note: If you use Fix Seams, you cannot go into Edit mode with the group you used it on, or Blender will recalculate the vertex normals and undo the fix. You can use Edit mode on other groups as long as you haven't used Fix Seams on them. Fix Seams Should probably be one of the last things you do before exporting. Also, the result may not be visible, and the only way to verify that it worked is to go into Edit mode and turn on the vertex normals. But then Blender will undo the fix once you go back to Object mode, so you'll have to do Fix Seams again. :P

1. While in Edit mode, select the only the vertices of the seam(it may be easier to select the edges in edge select mode). Do the same for all groups that have seams you want to fix.
2. While in Object mode, select all the groups that have seams to fix and click the Fix Seams button. If there were no problems, 'Alignment complete' will printed in the Console.


Create Shadow Mesh:
TBA

Show/Hide Bones:

Simply click the button to hide all bones in the object, and click again to show them. Bones are hidden by default.

Make Glass:

Select the group(s) you want to make glass and click Make Glass. Press ALT+Z to change to Textured shading and see results on the mesh.
note: This does not make your object glass in-game. It's is merely a representation for viewing in
Blender.

Add Lights

Simply click the button to add four-point lighting setup to the scene. (Needed to view specularity)

Issues:
Importing more than one MLOD/MODL can cause problems. You should start a new project.

Release history:

  • 3.02(2May2014)changelog
    -adjusted for 2.7 API(bpy.ops.mesh.select_loose())

    3.0.1(28January2013)changelog
    -Fixed error importing/exporting sunshadows(thanks Zed )

    3.0(22January2013)changelog
    -Fixed addon loading error

    3.0(18January2013)changelog:
    -Updated for Blender 2.65a.
    -rework of import/export, eliminating need for splitting at seams(is done programagically)
    -added dropshadow intensity

    2.5(11November2012)changelog:
    -Updated for Blender 2.64(still works in 2.63 though)

    2.4(27September)changelog:
    -fixed UI bug introduced in 2.1

    2.3(9September2012)changelog:
    -Fixed RGB and Specular Bake not being able to bake at 2048.

    2.1(30July2012)changelog:
    -added 'Exclude from Export' function to ignore specified groups from export(original group is left untouched).

    2.02(2June2012)changelog:
    -fixed: script wasn't getting all the associated bones

    2.01(29May2012)changelog:
    -oops broke vertex assignments in last update, now fixed :P

    2.0(28May2012)changelog:
    -updated for 2.63
    -fix to import multiple UVs, not just two.(some objects have three)
    -added dropshadow strength adjustment
    -geostate export is still broken by 2.63 :P

    1.45(17April2012)changelog:
    -fixed geostate editor ibuf miscalculation
    -added mesh flag checking(newest mesh helper needed)

    1.44(1February2012)changelog:
    -fixed bug - exporting missing tangents

    1.43(20January2012)changelog:
    -added export of tangents
    -added export of unknown6(was breaking objects with fullbright material setting, i.e. the inside of refrigerators)

    1.42(28October2011)changelog:
    -increased EZ Bake images size maximum to 2048x2048

    1.41(21September 2011)changelog:
    -added option to automatically triangulate all groups on export
    -makes sure all faces are selected before making into shadow mesh
    -makes sure in Object mode before export
    -fixed export error reporting
    -fixed version number not showing up in User Preferences
    -now uses .s3m2b exclusively(will no longer open .s3asc )

    1.4(14 September 2011)changelog:
    -added RGB mask baking to EZBake
    -added specular map baking to EZBake
    -added option to create sunshadow mesh
    -tweaks to speed up bake times
    -only main panel is available when no mesh object is selected(for less clutter)
    -fixed dropshadow recognition(was broken by new format)

    1.32(28 August 2011)changelog:
    -added support for new Blender 3d exclusive format(.s3m2b). .s3asc files can still be opened.
    -fixed file filtering for export, added .s3m2b to import/export filters.

    1.31a(3 July 2011)changelog:
    -Fixed 2nd UV export error

    1.31(1 July 2011)changelog:
    -Re-enabled ability to import/export multiple UVs (had been inadvertently removed)

    1.3(2 June 2011)changelog:
    -Added .s3asc filtering
    -Addon now removes from menus when disabled

    1.21(11 May 2011) changelog:
    -Fixed importer/exporter not showing up in menus

    1.2(28 April 2011) changelog:
    -Updated for 2.57(stable) release
    - Added compatibility for s3asc helpers
    -Adjusted baking settings for game-friendly bakes
    -Added Geostate editor
    -Added 'Add Lights' feature
    -Added specular and dropshadow slots to image editor
    -Added dropshadow recognition
    -Gave each major function its own panel for better visibility
    -Added Mesh Swap
    -Various other bits and pieces that i can't remember

    1.1 (2nd March, 2011) changelog:
    - Fixed bug that ignored second UV in objects with two UVs. Second UV is now included.


Additional Credits:
Thanks to Ciexari (used his scripts as a reference), Wes Howe, Inge and Peter Jones, orangemittens, and all the those who helped in testing.
Tags: #Blender, #import, #export, #2.5

Operating System: Windows
Utility Type: CC Editors Meshing Tools
Plugin Type: Blender

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
io_TS3_tools.rar 15.1 KB 17,207 15th Feb 2011
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Quick Guide:

1. Click the file listed on the Files tab to download the file to your computer.
2. Extract the zip, rar, or 7z file. Now you will have either a .package or a .sims3pack file.

For Package files:

1. Cut and paste the file into your Documents\Electronic Arts\The Sims 3\Mods\Packages folder. If you do not already have this folder, you should read the full guide to Package files first: Sims 3:Installing Package Fileswiki, so you can make sure your game is fully patched and you have the correct Resource.cfg file.
2. Run the game, and find your content where the creator said it would be (build mode, buy mode, Create-a-Sim, etc.).

For Sims3Pack files:

1. Cut and paste it into your Documents\Electronic Arts\The Sims 3\Downloads folder. If you do not have this folder yet, it is recommended that you open the game and then close it again so that this folder will be automatically created. Then you can place the .sims3pack into your Downloads folder.
2. Load the game's Launcher, and click on the Downloads tab. Find the item in the list and tick the box beside it. Then press the Install button below the list.
3. Wait for the installer to load, and it will install the content to the game. You will get a message letting you know when it's done.
4. Run the game, and find your content where the creator said it would be (build mode, buy mode, Create-a-Sim, etc.).


Extracting from RAR, ZIP, or 7z: You will need a special program for this. For Windows, we recommend 7-Zip and for Mac OSX, we recommend Keka. Both are free and safe to use.


Need more help?

If you need more info, see:
 
Page 3 of 9
214 Comments / Replies (Who?) - 149 Feedback Posts, 57 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
Original Poster
#51 Old 3rd Jul 2011 at 3:57 PM
Quote:
Originally Posted by omegastarr82
So how do I import/export the two UVs, http://modthesims.info/showthread.p...5&goto=lastpost, I keep getting this error.


Updated to fix this export error, thanks.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
Test Subject
#52 Old 4th Jul 2011 at 12:35 AM
Hello.
I have some trouble with importing s3asc into blender. I want to convert it into .obj cause I need it as a model to use while making a pose, so I cloned it and saved the MLOD as s3asc but everytime I go import->sims3mlod/modl(s3asc), I got this error:



Uploaded with ImageShack.us
What I'm doing wrong?
Scholar
#53 Old 9th Jul 2011 at 5:42 AM
Quote:
Originally Posted by wiqvonfrege
Hello.
I have some trouble with importing s3asc into blender. I want to convert it into .obj cause I need it as a model to use while making a pose, so I cloned it and saved the MLOD as s3asc but everytime I go import->sims3mlod/modl(s3asc), I got this error:



Uploaded with ImageShack.us
What I'm doing wrong?


Read post # 45 in this thread. I guess the answer is there.
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
Original Poster
#54 Old 9th Jul 2011 at 1:27 PM
There's something wrong with that .s3asc file, specifically that comma between the zeros. How did you make the .s3asc file?

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
Test Subject
#55 Old 10th Jul 2011 at 3:03 PM
It was the base game guitar. I cloned it using S3oc, then exported MLOD 00000000 as s3asc. I followed Orangemittens instructions. Orangemittens was able to import guitar, so I guess it's not the object itself, just something wrong in cloning/exporting/blender settings
Test Subject
#56 Old 12th Jul 2011 at 3:20 AM
Nice one, but...
this is genius! but the problem is... i Don't Know How to use Blender.
Test Subject
#57 Old 4th Aug 2011 at 9:34 AM
Hi, I have the same problem as wiqvonfrege, Orangemittens said that it could be a different read by my PC (I live in Europe) but I absolutely need to open my .s3asc in blender...
Could you help me, please?


« What is simple in the moonlight,
by the morning never is. »
Test Subject
#58 Old 5th Aug 2011 at 2:30 PM
I live in Europe, too. Someone help us, please!
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
Original Poster
#59 Old 6th Aug 2011 at 1:55 AM
The issue isn't where you live, it's that comma in the value error: 0,000000. This happened in older versions of the helper, have you tried updating it?

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
Test Subject
#60 Old 15th Aug 2011 at 10:45 PM
Quote:
Originally Posted by cmomoney
The issue isn't where you live, it's that comma in the value error: 0,000000. This happened in older versions of the helper, have you tried updating it?


I got the same error. As wiqvonfrege hasn't answered, I share my point of view.
(btw, I reply here rather than in one of the forum threads concerning the issue, cause I found "my" error here^^ sry if the post is too long for a comment on a dl )

• I have all the latest tools (using Blender 2.58 with your TS3tool, the latest S3PE with helpers from orangemittens 0402.0951, latest TSRW with S3PE plugin by murano - I hope I'm not forgetting anything, cause there is a LOT I downloaded recently while trying to get started meshing with the blender oO).
• started a project in TSRW > edit > project contents > chose the 4 files one by one > exported to S3PE > saved as .s3asc in own folder > open Blender > import with your tool > and there's the error.

did I forget something? miss a step? I have no idea - the problem I had before I found where to put/find the .s3asc files was that I managed to import a file, could swap to edit mode in blender (it found something apparently) but there was nothing to see whatsoever. thanks so much for an answer, I'm dying here after 9 days of collecting everyting I need.. and still it doesn't work :/

maninkka
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
Original Poster
#61 Old 16th Aug 2011 at 1:12 AM
I can't seem to reproduce this error. Can you tell mew what version of the wrappers you are using, and what object you are exporting from?

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
Test Subject
#62 Old 16th Aug 2011 at 9:36 AM Last edited by maninkka : 16th Aug 2011 at 9:48 AM.
I thought I did, my bad.. and I wish I knew what wrappers are and what they do ^^
I loaded orangemittens helpers/wrappers posted in their forum on july 3rd, and with the file that says 's3piwrappers.ModelResources.dll' comes no info of the version, if that's what you mean.. I don't know if there are any other wrappers for any program anywhere elso :/ sry.

just saw that s.o. recently left a comment there that refers exactly to my error O.O
"The ',' got there because in my Regional Settings (in Control Panel) the decimal separator for my country (and in many other countries) is ','. I changed it to English and then it worked fine..." (originally posted by Desecrate)
and something else about forcing the files by converting something in .NET.. I don't get it. if it's not frowned upon when including links to other forums I give you just that, so you can check the version and the post and comment.

apparently it has sth. to do with the country you're living in regarding the language your pc is set in. I try if this helps immediately!

/edit
IT WORKED ! BÄM. man I'm so glad, I could cry.. after all thes hours figuring out which program, what to do, which plugin, where to find tutorials and where help for problems - it WORKS. thank you cmo anyway for trying. just to post this error seems to have done the trick xD it is the language setting, that causes the ',' to appear. phew! wonderful.
if you want to tell me more about wrappers or where to find information about them, brilliant. wanna learn^^ meshing starts right NOW :D
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
Original Poster
#63 Old 16th Aug 2011 at 1:35 PM
Good. I guess I learned something too.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
Alchemist
#64 Old 19th Aug 2011 at 12:22 AM
Quote:
Originally Posted by maninkka
I thought I did, my bad.. and I wish I knew what wrappers are and what they do ^^
I loaded orangemittens helpers/wrappers posted in their forum on july 3rd, and with the file that says 's3piwrappers.ModelResources.dll' comes no info of the version, if that's what you mean.. I don't know if there are any other wrappers for any program anywhere elso :/ sry.

just saw that s.o. recently left a comment there that refers exactly to my error O.O
"The ',' got there because in my Regional Settings (in Control Panel) the decimal separator for my country (and in many other countries) is ','. I changed it to English and then it worked fine..." (originally posted by Desecrate)
and something else about forcing the files by converting something in .NET.. I don't get it. if it's not frowned upon when including links to other forums I give you just that, so you can check the version and the post and comment.

apparently it has sth. to do with the country you're living in regarding the language your pc is set in. I try if this helps immediately!

/edit
IT WORKED ! BÄM. man I'm so glad, I could cry.. after all thes hours figuring out which program, what to do, which plugin, where to find tutorials and where help for problems - it WORKS. thank you cmo anyway for trying. just to post this error seems to have done the trick xD it is the language setting, that causes the ',' to appear. phew! wonderful.
if you want to tell me more about wrappers or where to find information about them, brilliant. wanna learn^^ meshing starts right NOW :D
A wrapper is code that wraps around existing code to call that code in order to utilize its functionality. It allows you to use the original code or enhance it.

I'd like to correct any misconception that those are my wrappers/helpers posted at Simlogical...they are the work of Atavera and Peter and I posted them there with permission.
One horse disagreer of the Apocalypse
#65 Old 19th Aug 2011 at 10:44 AM
If there are any brave people, we'd welcome those who are willing to test these blender plugins with each latest test version of S3PE

Anyone who chooses to do so will no longer need the extras that Orangemittens has in her thread at simlogical, as all the latest stuff you need comes with the test versions.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
Original Poster
#66 Old 19th Aug 2011 at 2:14 PM
Would that be these versions? S3PE 11-0809-1034 S3OC 11-0809-1027

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
One horse disagreer of the Apocalypse
#67 Old 19th Aug 2011 at 4:24 PM
S3OC is irrelevant in this matter, but for the test S3PE just go into the test versions subforum and it will be whatever one is stickied at tthe time. It's updated a lot, so whatever is the latest today might not be tomorrow

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Test Subject
#68 Old 20th Aug 2011 at 3:00 PM Last edited by Czeczenski : 20th Aug 2011 at 3:30 PM.
Hi, I have a problem. Does that version of your plug-in works with blender v2.59? When I try to run blender with it, program turns off.

EDIT> OK I found error... Thanks anyway
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
Original Poster
#69 Old 28th Aug 2011 at 2:45 PM Last edited by cmomoney : 28th Aug 2011 at 10:25 PM.
Updated: The Joneses have made a Blender exclusive format, .s3m2b, to better exploit Blender capabilities. the script has been updated to accept this format, as well as a filter fix.

I also have a slot editor for Blender in testing: http://www.modthesims.info/showthre...69&goto=newpost

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
Lab Assistant
#70 Old 14th Sep 2011 at 1:12 PM
Hi, Thanks for these tools. Is this the correct place to ask for help in using these?

I am learning to create objects, using this tutorial where applicaple: http://www.modthesims.info/wiki.php...owTo_Mesh_Guide

I just cannot get the export working, it keeps giving me either this error message:

or just saying "Error: export successful". In both cases only group00 gets saved.

I tried with s3asc and s3m2b both and the result is the same. And both are 0 KB of size, only group-files have meaningful size. Is that normal?

If I do not remove anything from the old model, the export works, but as soon as I replace the model (group01) or delete something from it, I start to get this error. I tried to unwrap the UV-map again, and reassign the bone to the group01, but it did not help.

I am new to this, so probably I am just doing something wrong. I have used the whole day trying to debug this and getting nowhere. Are there any tutorials on how to do this with Blender and these tools? Are the steps listed with the tools download all that are needed?

I am from Europe (Finland), but after reading about the localization problems from this thread I changed my locale to US English, so that should not be the problem. I am using 64-bit Windows Vista.
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
Original Poster
#71 Old 14th Sep 2011 at 9:20 PM
Updated: Added rgb mask and specular baking, as well as mesh to sunshadow mesh, and other tweaking.

@misukisu:
Could you post the .blend file? I can take a look at it for you.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
| (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕]
Lab Assistant
#72 Old 15th Sep 2011 at 2:54 PM
Thank you!
You can get the file here: http://www.mediafire.com/?8noiz0rb8ubeqbe
Just press "Export" and you should see the error.

I assume it may well be "stupid user"-error, newbie that I am.
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
Original Poster
#73 Old 15th Sep 2011 at 4:19 PM
I exported and got no errors. The 'ERROR: Export successful' isn't an error, but a confirmation. I'm going to change that soon. the only problem with you model is that you haven't applied an Edge Split modifier, so you won't have sharp edges, but that isn't causing an error.

Are you choosing the original file when exporting? The exporter will not create a new file, it overwrites the original. It is normal for the file size to be 0.

Do you have the latest QA s3pe? If not, that could be the problem. You should use that and the the latest Blender tools.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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Lab Assistant
#74 Old 15th Sep 2011 at 7:24 PM
Thanks, but the error message is consistent and this particular file should give the longer (index out of range) error, not "Export successful". I have tried several times and about half the projects give me the longer error and and half just fails writing the files. I have not been able to export anything, even in cases where it shows "Export successful", it does not save the group01 (only group00). The time stamp does not change, and if I reimport, it brings in the old mesh. But you got a proper export from my file, right? Both files updated?

I have tried to overwrite the original s3m2b file. Well, I did try new file once too, but it did not work either.

That would mean that this might be another locale (or at least environment) specific issue.

I have s3pe_11-0828-0954 (which I think is latest QA) and I updated both Blender and the Blender tools just before I started (this week's tuesday).

I updated the Blender tools to your yesterday version, but that did not help either. By the way, it would be handy to have the version info in plugin details view. Now it does not give any feedback on whether it got updated or not.

Today I am going to do nothing more but go to sleep, but tomorrow I could take a look at your code and see if I can add some debug info or find out what causes the error. I do not know much about modeling, but I am a programmer, so maybe there is something I can do. Or maybe not, but it would be nice to be able to do this in Blender.
Lab Assistant
#75 Old 16th Sep 2011 at 8:26 AM
OK, this one is solved. I went to the Blender console and it had already the needed debug info there:
Quote:
KeyError: 'pby_prop_collection[key]: key "dropshadow" not found'

I need to have both new mesh and the dropshadow selected, before the export works. That is quite obvious, but did not occur to me earlier since the dropshadow file was the only one that got updated before
I did not need to be in edit mode, it worked in both object and edit mode, but I needed to have them both selected.

I have got couple of new problems now.

First problem is change in the UV map. This is my map before the export:

and this is the same UV map imported back from the created file:


Am I not supposed to UV map in Blender? Or are some UV mapping tools forbidden? I used seaming, unwrap and project from view options when creating my UV map.

The other problem is not related to these tools, so I started a new thread for it: Help newbie assign joints to vertices
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