Help with Blender
by Don Cravey · in Artist Corner · 06/26/2005 (7:34 pm) · 29 replies
I don't want to bother anyone with n00b questions, but I'm really having problems here.
You see, I downloaded blender, played around with it, and thought, "This is amazing. I could get a lot done with this. And it's FREE! MUHUWAHAHA! I'm unstoppable!" But then I found I needed a DTS exporter. So I downloaded it, read the readme, and tried to do what it said, but in vain. So my first question is, How do I install this thing? I need step-by-step instruction, because I don't even know where Blender looks for import/export scripts. I need more info than what I got out of that readme. FYI, my OS is Windows ME.
Second, I found that Blender needs Python Version 2.2 to use the exporter. Yet QuARK, the interior-building tool, will not function with any versions of Python 2.0 and above. Is there any way around this at all? I need both tools, and I only have one pc.
If anyone can answer either question, I greatly appreciate it. Thanks in advance.
You see, I downloaded blender, played around with it, and thought, "This is amazing. I could get a lot done with this. And it's FREE! MUHUWAHAHA! I'm unstoppable!" But then I found I needed a DTS exporter. So I downloaded it, read the readme, and tried to do what it said, but in vain. So my first question is, How do I install this thing? I need step-by-step instruction, because I don't even know where Blender looks for import/export scripts. I need more info than what I got out of that readme. FYI, my OS is Windows ME.
Second, I found that Blender needs Python Version 2.2 to use the exporter. Yet QuARK, the interior-building tool, will not function with any versions of Python 2.0 and above. Is there any way around this at all? I need both tools, and I only have one pc.
If anyone can answer either question, I greatly appreciate it. Thanks in advance.
#2
So I installed 2.3, set up the files just like you said, and looked for the exporter in the export menu. Sadly, I couldn't find it. But in one last attempt, I ran the DTS script file from inside Blender. Then I did a search for example.dts and sure enough, it was there. I ran it in Beaver Patrol, AND IT WORKED! MUHUWAHAHAHA! Who new I could get so much joy out of seeing a tiny white cube?
I'm content with this. However, if you or anyone else could show me how to get it to actually show up in the export menu, I appreciate that too.
And you're right about the batch file. All I need to do now is set up a batch file that sets the path ever time it loads blender, and I'm set. Quark won't pick up the python path from Autoexe.bat if I do it that way.
Thanks again. I really, really appreciate it. :D
06/27/2005 (8:59 am)
As it turns out, it was the way I had the directory set up, and the version of Python I was using. I was currently using 2.4, which of course, is unfinished. So I installed 2.3, set up the files just like you said, and looked for the exporter in the export menu. Sadly, I couldn't find it. But in one last attempt, I ran the DTS script file from inside Blender. Then I did a search for example.dts and sure enough, it was there. I ran it in Beaver Patrol, AND IT WORKED! MUHUWAHAHAHA! Who new I could get so much joy out of seeing a tiny white cube?
I'm content with this. However, if you or anyone else could show me how to get it to actually show up in the export menu, I appreciate that too.
And you're right about the batch file. All I need to do now is set up a batch file that sets the path ever time it loads blender, and I'm set. Quark won't pick up the python path from Autoexe.bat if I do it that way.
Thanks again. I really, really appreciate it. :D
#3
I found it in the scripts menu. Thanks for everything.
Now I must venture on an endless quest to accumulate a vast array of Blender/Torque tutorials for vehicles, weapons, animations, and so on.
06/27/2005 (7:45 pm)
NEVERMIND! :DI found it in the scripts menu. Thanks for everything.
Now I must venture on an endless quest to accumulate a vast array of Blender/Torque tutorials for vehicles, weapons, animations, and so on.
#4
I prefer video tutorials. There are quite a few here blender3d.org/cms/Video_Tutorials.396.0.html
and a great one on softbodies (cloth etc) here www.ibiblio.org/bvidtute/contrib/softcomp.avi
A good list is here www.ibiblio.org/bvidtute/
And a massive list of them here www.elysiun.com/forum/viewtopic.php?t=31669
Make sure as well as the basic ones you look at the LCSM UV unwrapping tutorial. It is gold :)
There are many many more tutes out there and heaps of text-based ones.
06/28/2005 (1:44 am)
Haha, nice.I prefer video tutorials. There are quite a few here blender3d.org/cms/Video_Tutorials.396.0.html
and a great one on softbodies (cloth etc) here www.ibiblio.org/bvidtute/contrib/softcomp.avi
A good list is here www.ibiblio.org/bvidtute/
And a massive list of them here www.elysiun.com/forum/viewtopic.php?t=31669
Make sure as well as the basic ones you look at the LCSM UV unwrapping tutorial. It is gold :)
There are many many more tutes out there and heaps of text-based ones.
#5
You wouldn't happen to know where I can get my hands on a few Torque Vehicles and jets in Blender format, would you?
06/28/2005 (12:54 pm)
The only problems I seem to have are with Torque-specific areas, like mountpoints. I mean, what exactly is a mountpoint defined by in the game? A mesh object? I also don't know how to add the parts for tirespawns or whatever they're called. Building the rigid body isn't hard at all. It's just the small things connected with it.You wouldn't happen to know where I can get my hands on a few Torque Vehicles and jets in Blender format, would you?
#6
06/28/2005 (4:32 pm)
...
#7
I have followed the instructions to installate, I use Python2.3 and Blender 2.7. When I try to make the export it doesn't come any error, but it doesn't create any file. The report of the console window is:
C:\Blender Foundation\Blender\.blender\scripts\DTSPython\Dts_Shape.py:271:FutureWarning: x<
The report of the logs file is...
Torque Exporter 0.87
Using blender, version 237
**************************
Loaded Preferences.
Processing Scene...
Cleaning Preference Keys
Exporting...
Finished.
06/29/2005 (3:57 am)
I have a problem with the Torque's Exporter.I have followed the instructions to installate, I use Python2.3 and Blender 2.7. When I try to make the export it doesn't come any error, but it doesn't create any file. The report of the console window is:
C:\Blender Foundation\Blender\.blender\scripts\DTSPython\Dts_Shape.py:271:FutureWarning: x<
The report of the logs file is...
Torque Exporter 0.87
Using blender, version 237
**************************
Loaded Preferences.
Processing Scene...
Cleaning Preference Keys
Exporting...
Finished.
#8
Do you have an 'empty' object named "Shape" the parent of another 'empty' named "Detail32" that itself is the parent of the object you created?
06/29/2005 (4:27 am)
Have you set up the parentage properly?Do you have an 'empty' object named "Shape" the parent of another 'empty' named "Detail32" that itself is the parent of the object you created?
#9
06/29/2005 (5:36 am)
No, I haven't the two empty objects...
#10
Then, you do relatively the same thing to the cube. You select it, press N, and fill in the parent field, but this time, you type Col0 intead of Detail32. Col0 is the collision shape. It's what the player can stand on or shoot in the game. The Detail 32 shapes just sit there and look good. Of course, the Col0 shape can be anything else too.
After this, you'll want to add the material, but I think you already know how to do that.
06/29/2005 (5:49 am)
You can use the example.blend as a template. Just load that file, and then delete the 2 cubes you see in the 3D window. Don't delete anything else. Now, for a test run, create something like a sphere, meta ball, or whatever. Then, build a cube that's slightly bigger than the metaball. When you are finished, make sure you're in object mode and not edit mode, select the meta ball, and then press N (heh, yeah, I memorized all the hot keys a couple nights ago). This will make a small box of info appear, like size, rotation, etc. But above all that are two text boxes. The one on the left will say OB: ***** where ***** is the name of the shape you have selected. You can change this name to whatever you want. But more important is the empty box on the right. It says Par: ______. It's blank. "Par" is obviously an abbreviation for "Parent." Change this to Detail32.Then, you do relatively the same thing to the cube. You select it, press N, and fill in the parent field, but this time, you type Col0 intead of Detail32. Col0 is the collision shape. It's what the player can stand on or shoot in the game. The Detail 32 shapes just sit there and look good. Of course, the Col0 shape can be anything else too.
After this, you'll want to add the material, but I think you already know how to do that.
#11
If you have a model you want to export.......
1) place the cursor anywhere (by LMB clicking in the 3D View window)
2) Hit SPACEBAR
3) Select "Add" then "Empty" (this adds an object that has no faces etc)
4) Rename this object to "Shape" (Hit F9 if the wrong buttons are showing)
5) Then move the cursor somewhere else (LMB elsewhere in 3D View window)
6) add another empty
7) Rename it "Detail32"
Now.....
8)Deselect everything.
9) Select the object you made, then with shift being held, select the Detail32 empty you just made
(Note the order of selection is important, the first selected object is the child, the last selected object becomes the parent.
10) Hit Control-P, and select "Make Parent"
11) Deselect everything
12) Select Detail32 and then select Shape
13) Hit Control-P again and select "Make Parent" again
14) Now export.
Since each step takes half a second it isn't a really arduous process
06/30/2005 (1:22 am)
Alternatively:If you have a model you want to export.......
1) place the cursor anywhere (by LMB clicking in the 3D View window)
2) Hit SPACEBAR
3) Select "Add" then "Empty" (this adds an object that has no faces etc)
4) Rename this object to "Shape" (Hit F9 if the wrong buttons are showing)
5) Then move the cursor somewhere else (LMB elsewhere in 3D View window)
6) add another empty
7) Rename it "Detail32"
Now.....
8)Deselect everything.
9) Select the object you made, then with shift being held, select the Detail32 empty you just made
(Note the order of selection is important, the first selected object is the child, the last selected object becomes the parent.
10) Hit Control-P, and select "Make Parent"
11) Deselect everything
12) Select Detail32 and then select Shape
13) Hit Control-P again and select "Make Parent" again
14) Now export.
Since each step takes half a second it isn't a really arduous process
#12
06/30/2005 (5:27 am)
I've followed your instructions and now it's always created a file of 313 byte: that if the objet is a cube or if the objets are 100 cubes... any idea?
#13
I can't remember exactly how I overcame it, I remember it was really simple. I think I just opened a new project and appended the geometery from the other one and re-did the parenting to Shape and Detail32 and it worked.
I assume if you open example.blend it works?
Is so, open example.blend and append the object you want to export (File > Append > .......) then delete out the two cubes, and then parent your object to detail32 (making sure you select your object then detail32 then hit "Cntrl-P"
If I can get the time I'll whack up a really short video tutorial showing how it is done.
07/01/2005 (4:59 pm)
Yes I've had that problem of getting a 313 byte object.I can't remember exactly how I overcame it, I remember it was really simple. I think I just opened a new project and appended the geometery from the other one and re-did the parenting to Shape and Detail32 and it worked.
I assume if you open example.blend it works?
Is so, open example.blend and append the object you want to export (File > Append > .......) then delete out the two cubes, and then parent your object to detail32 (making sure you select your object then detail32 then hit "Cntrl-P"
If I can get the time I'll whack up a really short video tutorial showing how it is done.
#14
I'm just uploading it to my personal webspace now.
I'll post a link when it is up.
Does anyone have some hosting space for it? It is 21.1 megs
EDIT
http://www.users.on.net/~symes/other/ExportingDTS.avi
07/01/2005 (10:44 pm)
I've got a video tutorial showing the most basic process of getting stuff out of Blender into TorqueI'm just uploading it to my personal webspace now.
I'll post a link when it is up.
Does anyone have some hosting space for it? It is 21.1 megs
EDIT
http://www.users.on.net/~symes/other/ExportingDTS.avi
#15
I can host the tutorial, no problem.
Just tell me :)
/roland
my website
07/02/2005 (2:46 am)
@NigelI can host the tutorial, no problem.
Just tell me :)
/roland
my website
#16
(FILE-->APPEND) my objet but the output is always a file of 313 kb...what should I do?
07/04/2005 (4:16 am)
I did how you told me but anything is changed. I've imported(FILE-->APPEND) my objet but the output is always a file of 313 kb...what should I do?
#17
07/04/2005 (4:34 am)
Try exporting the example.blend and see if it gives a 313 bytes file or not.
#18
07/04/2005 (5:16 am)
Example.blend works it
#19
07/04/2005 (5:51 am)
Johannes... I have an email address in my profile. Could you send me the file via that address? I'd like to take a look at the outline. I'm thinking there's something hiding in that file of your's.
#20
I hate to tell you this, but Torque won't use this file.
I know why it was coming out as 313 all the time. There was no parentage. I fixed that, but there's a much bigger problem here. The object you gave me is a plane mesh. It has no depth. When I load it in Torque, it doesn't show up at all.
But, like I said, this object looks like a race track. If that's what you're going for, you'll want to download an use Quark for something like that. It's an interior file editor for things like the buildings you see in the game engines. It doesn't require you to set up outlines or collision meshes.
Sorry again. I wish I could have fixed this for you.
07/05/2005 (8:34 am)
:(I hate to tell you this, but Torque won't use this file.
I know why it was coming out as 313 all the time. There was no parentage. I fixed that, but there's a much bigger problem here. The object you gave me is a plane mesh. It has no depth. When I load it in Torque, it doesn't show up at all.
But, like I said, this object looks like a race track. If that's what you're going for, you'll want to download an use Quark for something like that. It's an interior file editor for things like the buildings you see in the game engines. It doesn't require you to set up outlines or collision meshes.
Sorry again. I wish I could have fixed this for you.
Torque Owner Nigel Hungerford-Symes
I've installed python 2.3 on my system for Blender and the mini-python QuArk wants and both seem to be happy.
You could have several python versions installed and just launch blender from a .bat (batch) file that sets the PYTHONPATH variable then starts blender. See other posts here for how to do that.
To install the blender exporter DL this file http://www.garagegames.com/uploaded/code/4662.pymar130.87.zip
and unzip it USING PATHS. (So that the paths are created for each file.)
Then cut and paste everthing UNDER the Torque_Exporter folder (inside the folder, not the folder itself) into the \Blender\.blender\scripts folder.
I have the following path on my machine
H:\Blender2.37\.blender\scripts
Thus after I have pasted the exporter into the scripts folder i end up with a folder structure like:
H:\Blender2.37\.blender\scripts\DTSPython
NOT
H:\Blender2.37\.blender\scripts\Torque_Exporter\DTSPython <----no bad!!!! don't do this!!!!!!!
Then it should work.
Open example.blend in you blender\.blender\scripts folder and in Blender go File>Export and then look for Torque (dts).
If it doesn't work copy the contents of the console window (the second window that blender starts) and paste it here in a post so we can see what went wrong and help you fix it.