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Post by rscott on Dec 28, 2022 12:03:36 GMT
rscott Merry Xmas!!!... How hard would it be to batch/automate retargeting/converting using two addons in Blender (Blender Source Tools & Rokoko Studio Live)?... You thinking of retargeting SFM/MDL anims via Rokoko Blender Plugin? Converting isn't a problem...You might find RedXEye SourceIO tools a bit better for conversion/ import latest version... RedXEye
Automating? There you are going to run into problems...if your thinking of something ( python) to batch convert from inside Blender...I am not knowledgeable with Python to write up any type of script...but perhaps someone else out there has the same sort of idea and could cobble something together...try the usual places Python Code Libraries, Reddit BlenderGood Luck...I can check some of the Blender Python Guru's and see what ideas they may have...
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Post by marvelousbattles on Dec 28, 2022 13:26:19 GMT
You thinking of retargeting SFM/MDL anims via Rokoko Blender Plugin? No the other way round.. Retargeting animated rigs to an SFM rig, essentially to convert/export to .dmx
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Post by rscott on Dec 29, 2022 10:46:58 GMT
You thinking of retargeting SFM/MDL anims via Rokoko Blender Plugin? No the other way round.. Retargeting animated rigs to an SFM rig, essentially to convert/export to .dmx So have you done many conversions/exports to SFM? I worked on it back in the Face-punch days...and never really used the export functions of Blender Source tools only the import side... but mostly Crowbar to re-compile everything... so I haven't kept track of newer developments on things like newer ways to create the QC files etc. But you didn't say if Crowbar is going to be added to the conversion process... But it would still be as involved as SFM to Rigs as Rigs to SFM.
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Post by marvelousbattles on Dec 30, 2022 8:08:20 GMT
Yes I'm up to my 100th conversion give or take so far.. To begin with I had 150 UE .fbx animations that needed to be converted to .dmx.. I now have 'a lot!' of COD animations requiring conversion but this time I'm not prepared to do them individually one by one, hence the automated batch script requirement. I tried nearly every approach retargeting in UE & MB but Blender worked best avoiding all the issues i encountered with them.. Are far as .qc files, it was all automated, never had to open notepad once!.. just set your export & source dir, providing your rigs SFM compliant, works a charm!.. to avoid non-compliance, i exported a rig from SFM, de-compiled with Crowbar & imported into Blender as the retarget 'target' rig. Crowbar isnt necessary for the batch conversion & only required for the initial SFM rig to be imported into Blender as you can reuse it for each animation retargeted.. once the animation is retargeted/exported, the .dmx can be applied to most standard rigs within SFM.
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Post by rscott on Dec 30, 2022 9:36:13 GMT
Yes I'm up to my 100th conversion give or take so far.. To begin with I had 150 UE .fbx animations that needed to be converted to .dmx.. I now have 'a lot!' of COD animations requiring conversion but this time I'm not prepared to do them individually one by one, hence the automated batch script requirement. I tried nearly every approach retargeting in UE & MB but Blender worked best avoiding all the issues i encountered with them.. Are far as .qc files, it was all automated, never had to open notepad once!.. just set your export & source dir, providing your rigs SFM compliant, works a charm!.. to avoid non-compliance, i exported a rig from SFM, de-compiled with Crowbar & imported into Blender as the retarget 'target' rig. Crowbar isnt necessary for the batch conversion & only required for the initial SFM rig to be imported into Blender as you can reuse it for each animation retargeted.. once the animation is retargeted/exported, the .dmx can be applied to most standard rigs within SFM. Well that is far beyond my (convert to Blender) ... I did find this script that will Batch process one file format to another...based on the .Name of the file...in this example it converts .ply to .obj... but with a little tweaking should be able to open COD anim and export .dmx HERE that should do the import and export...but I don't know about the re-targeting part of it...will keep looking says for Blender 2.64 but runs on Blender 3.1 according to COMMENTS
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Post by marvelousbattles on Jan 1, 2023 9:19:15 GMT
Well that is far beyond my (convert to Blender) ... I did find this script that will Batch process one file format to another...based on the .Name of the file...in this example it converts .ply to .obj... but with a little tweaking should be able to open COD anim and export .dmx HERE that should do the import and export...but I don't know about the re-targeting part of it...will keep looking says for Blender 2.64 but runs on Blender 3.1 according to COMMENTSThanks heaps!.. it's all a little over my head atm but I'll take a look and see if can easily swap the format in the code.. it's definitely a good start!
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Post by daddylongs on Mar 12, 2023 15:24:31 GMT
Does anybody know to make it so a certain color on a texture of a mesh is a separate part like for example im trying to make it so the red stripes on the AT-MP Mark III are actually separate parts perfectly aligned with the textures. this is extremely usefull for making different color schemes for a mesh instead of modifying a texture. or if i want to put a galactic empire logo engraved into the mesh. thats a separate part. Cause i use tons of meshes from other star wars games and i dont like using textures. and i like to keep my meshes consistent in terms of how they look with each other. Attachments:
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Post by rscott on Mar 13, 2023 11:08:35 GMT
Does anybody know to make it so a certain color on a texture of a mesh is a separate part like for example im trying to make it so the red stripes on the AT-MP Mark III are actually separate parts perfectly aligned with the textures. this is extremely usefull for making different color schemes for a mesh instead of modifying a texture. or if i want to put a galactic empire logo engraved into the mesh. thats a separate part. Cause i use tons of meshes from other star wars games and i dont like using textures. and i like to keep my meshes consistent in terms of how they look with each other. Sounds as if for the first part you would be using a Decal...and the red stripe would be a separate plane with the Red strip, shrink-wrapped to the base mesh. Your goinf to have to start likeing Textures if you want to start doing this! Another way is to use a separate UV channel to Map the stripe to the area you want it to be located...again using textures and understanding UV editing. As far as the engraved emblem, if you want it to actually have depth then you going to need to subdivide the mesh far beyond what is considered a game mesh for either a Bump Map or actual displacement to even work. I would still recommend using a decal ( Decal Master for Blender comes to mind...
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Post by daddylongs on Mar 13, 2023 13:26:19 GMT
Does anybody know to make it so a certain color on a texture of a mesh is a separate part like for example im trying to make it so the red stripes on the AT-MP Mark III are actually separate parts perfectly aligned with the textures. this is extremely usefull for making different color schemes for a mesh instead of modifying a texture. or if i want to put a galactic empire logo engraved into the mesh. thats a separate part. Cause i use tons of meshes from other star wars games and i dont like using textures. and i like to keep my meshes consistent in terms of how they look with each other. Sounds as if for the first part you would be using a Decal...and the red stripe would be a separate plane with the Red strip, shrink-wrapped to the base mesh. Your goinf to have to start likeing Textures if you want to start doing this! Another way is to use a separate UV channel to Map the stripe to the area you want it to be located...again using textures and understanding UV editing. As far as the engraved emblem, if you want it to actually have depth then you going to need to subdivide the mesh far beyond what is considered a game mesh for either a Bump Map or actual displacement to even work. I would still recommend using a decal ( Decal Master for Blender comes to mind... this is what i mean by separate part. where instead of a texture its a mesh which is cut out of the main mesh to make this. which im hoping is possible to trace the textures or something like that to achieve this. im hoping this isnt very compliated to do Attachments:
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Post by rscott on Mar 14, 2023 10:09:00 GMT
Sounds as if for the first part you would be using a Decal...and the red stripe would be a separate plane with the Red strip, shrink-wrapped to the base mesh. Your goinf to have to start likeing Textures if you want to start doing this! Another way is to use a separate UV channel to Map the stripe to the area you want it to be located...again using textures and understanding UV editing. As far as the engraved emblem, if you want it to actually have depth then you going to need to subdivide the mesh far beyond what is considered a game mesh for either a Bump Map or actual displacement to even work. I would still recommend using a decal ( Decal Master for Blender comes to mind... this is what i mean by separate part. where instead of a texture its a mesh which is cut out of the main mesh to make this. which im hoping is possible to trace the textures or something like that to achieve this. im hoping this isnt very compliated to do It's not , THAT< complicated but will make a mess of your mesh, so be prepared to do some heavy clean-up... Considering that is one nasty to work with N-Gon on the inside! Read No. 4, as for the image you provided , that would work better... Look up how to use Knife Project...using an SVG of the part you knife Project onto the mesh and it Cuts the mesh...NO guarantee that it will make a Clean Cut or if it will cut ALL the lines...Best if 1. You create the part in Inkscape... or comparable software and save as SVG ( there are also online Raster to SVG converters but for them to work well the image needs to be B/W) 2 Import the SVG and do an initial clean-up...get rid of any fill ...space the vertices and make them even to fill with the best quads you can...a lot like cleaning and fixing Text Fonts... 3 Knife Project the part and cut your mesh and check the results...fix it and clean it back to quads ( you don't want to cut into a triangulated mesh TOO much to clean up with little tiny parts... 4 ...one thing you could do is to cut the part out of a subdivided plane or a duplicated section of the mesh ( the flatter the better...) and then delete the faces you copied from the mesh and replace with the new Cut mesh... There are tons of tutorials on YouTube...
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Post by maxsword on Sept 5, 2023 18:19:51 GMT
Hello Ducktrooper and thanks for the falcon model, I'm trying to figure out how to make textures work properly. I'm using blender and I see that maps are UDIM format. Even if I use udim texture starting from 1004 nothing happens. Could you or anybody here, provide some tips on how to work this thing around? Thank You so much in advance.
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Post by abeja on Sept 26, 2023 16:26:50 GMT
I'm having trouble with this vindicator model. I'm using blender and it looks fine in eevee, but in cycles the whole model is black for some strange reason. Attachments:
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Post by daddylongs on Oct 7, 2023 17:57:01 GMT
BadHorse , Warhammer_81 , Yall i need help figuring out how to apply textures to battlefront II models squadrons jfo so on, i know there are tons of posts about it i dont know if its a simple process or what but if yall can look me a post that would be really nice. Is there any kind of script that automatically applies textures to the bfii or squadrons models haven't seen anything like that on this form, I'm really trying to get the look of bad horse's blend models, and I barely understand uv editing and alot of bad horses models that are in fbx format don't even have the textures applied upon importing in blender,nothing is mapped and so idk if you guys apply them on importing to blender or there is some kinda script. I'm new to texturing uv editing or whatever it's called. There's so many posts about the textures and uv editing and it's just all confusing
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Post by rscott on Oct 9, 2023 14:48:21 GMT
Look in the Developers>Help and Tutorials>Blender Tutorials.... The first several pages discuss how to apply shaders in most all situations...that is a good place to start, then if you run into something that is not covered someone will be able to step in and help. I know that Jedi Survivor is one that hasn't been shown and uses a quite different way of doing things than most.... Is there any kind of script that automatically applies textures to the bfii or squadrons models haven't seen anything like that on this form, I'm really trying to get the look of bad horse's blend models, and I barely understand uv editing and alot of bad horses models that are in fbx format don't even have the textures applied upon importing in blender,nothing is mapped and so idk if you guys apply them on importing to blender or there is some kinda script. I'm new to texturing uv editing or whatever it's called. Or should I post this in blender Tutorials There is no magic bullet you can use to set the materials...it is a matter of selecting the object and adding a material, then finding the textures that go to that part. Best if you use the Shading workspace in Blender...select the part and in the upper Left pane navigate to where the textures are located, set the display there to ICON... Now Add a material ( name it also to reflect what the part is, engine, floor walls, etc.)… With the part selected enter edit mode...Change the Lower Left Pane from image editor to UV editor... Now you can see how the texture is laid out, navigate in the File Browser Pane ( upper Left) and match up texture to UV image...Most textures will be named something that reflects the parts ( not always) and the designations C-olor, R-oughness, etc. Find the parts ( you can single out texture sets by using the search panel on top, like Wall, will list all textures that have Wall in the name) and you can visually see which texture matches the UV, now drag and drop the texture into the lower Right Material editor and hook up the noodles...Repeat for all the rest!
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Post by Warhammer_81 on Oct 9, 2023 19:05:48 GMT
BadHorse , Warhammer_81 , Yall i need help figuring out how to apply textures to battlefront II models squadrons jfo so on, i know there are tons of posts about it i dont know if its a simple process or what but if yall can look me a post that would be really nice. Is there any kind of script that automatically applies textures to the bfii or squadrons models haven't seen anything like that on this form, I'm really trying to get the look of bad horse's blend models, and I barely understand uv editing and alot of bad horses models that are in fbx format don't even have the textures applied upon importing in blender,nothing is mapped and so idk if you guys apply them on importing to blender or there is some kinda script. I'm new to texturing uv editing or whatever it's called. There's so many posts about the textures and uv editing and it's just all confusing I can't offer much help when it comes to using Blender, however if I understand you correctly, when you import an .FBX model into Blender the textures and materials are not automatically applied? Assuming the Blender .FBX import script is working correctly with the .FBX file, the following tutorial might be of some help when trying to figure out why textures are not being applied to a model in Blender: blender.stackexchange.com/questions/177056/cant-see-textures-on-imported-fbx-model When trying to figure out why materials are not importing correctly when importing an .FBX model, it seems the problem is with the Blender .FBX import script itself. It can't handle some types of .FBX files and ignores all the assigned materials and textures. As suggested by rscott , you can manually create your own materials and apply them to the model in Blender (which is a tedious task when working with large models with hundreds of materials) OR try converting the model to glTF format before importing it into Blender. BadHorse has been recommending everyone use the glTF model standard to maintain the original models' multiple UV channels as well as its texture materials when importing to Blender or other 3D software. UnforUnfortunately you can't convert the .FBX models properly inside Blender so you'll have to use some outside software to properly convert the model to glTF standard like this FBX to glTF converter: github.com/cocos/FBX-glTF-convThen import the glTF model into Blender and hope everything imports correctly.
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Post by daddylongs on Oct 9, 2023 21:41:32 GMT
BadHorse , Warhammer_81 , Yall i need help figuring out how to apply textures to battlefront II models squadrons jfo so on, i know there are tons of posts about it i dont know if its a simple process or what but if yall can look me a post that would be really nice. Is there any kind of script that automatically applies textures to the bfii or squadrons models haven't seen anything like that on this form, I'm really trying to get the look of bad horse's blend models, and I barely understand uv editing and alot of bad horses models that are in fbx format don't even have the textures applied upon importing in blender,nothing is mapped and so idk if you guys apply them on importing to blender or there is some kinda script. I'm new to texturing uv editing or whatever it's called. There's so many posts about the textures and uv editing and it's just all confusing I can't offer much help when it comes to using Blender, however if I understand you correctly, when you import an .FBX model into Blender the textures and materials are not automatically applied? Assuming the Blender .FBX import script is working correctly with the .FBX file, the following tutorial might be of some help when trying to figure out why textures are not being applied to a model in Blender: blender.stackexchange.com/questions/177056/cant-see-textures-on-imported-fbx-model When trying to figure out why materials are not importing correctly when importing an .FBX model, it seems the problem is with the Blender .FBX import script itself. It can't handle some types of .FBX files and ignores all the assigned materials and textures. As suggested by rscott , you can manually create your own materials and apply them to the model in Blender (which is a tedious task when working with large models with hundreds of materials) OR try converting the model to glTF format before importing it into Blender. BadHorse has been recommending everyone use the glTF model standard to maintain the original models' multiple UV channels as well as its texture materials when importing to Blender or other 3D software. UnfortunaUnfortunately you can't convert the .FBX models properly inside Blender so you'll have to use some outside software to properly convert the model to glTF standard like this FBX to glTF converter: github.com/cocos/FBX-glTF-convThen import the glTF model into Blender and hope everything imports correctly. Yeah that might be the problem would updating it fix this issue
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Post by Warhammer_81 on Oct 10, 2023 6:56:39 GMT
daddylongs, no, updating the script will not fix it.
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Post by daddylongs on Oct 10, 2023 19:39:09 GMT
BadHorse , Warhammer_81 , Yall i need help figuring out how to apply textures to battlefront II models squadrons jfo so on, i know there are tons of posts about it i dont know if its a simple process or what but if yall can look me a post that would be really nice. Is there any kind of script that automatically applies textures to the bfii or squadrons models haven't seen anything like that on this form, I'm really trying to get the look of bad horse's blend models, and I barely understand uv editing and alot of bad horses models that are in fbx format don't even have the textures applied upon importing in blender,nothing is mapped and so idk if you guys apply them on importing to blender or there is some kinda script. I'm new to texturing uv editing or whatever it's called. There's so many posts about the textures and uv editing and it's just all confusing I can't offer much help when it comes to using Blender, however if I understand you correctly, when you import an .FBX model into Blender the textures and materials are not automatically applied? Assuming the Blender .FBX import script is working correctly with the .FBX file, the following tutorial might be of some help when trying to figure out why textures are not being applied to a model in Blender: blender.stackexchange.com/questions/177056/cant-see-textures-on-imported-fbx-model When trying to figure out why materials are not importing correctly when importing an .FBX model, it seems the problem is with the Blender .FBX import script itself. It can't handle some types of .FBX files and ignores all the assigned materials and textures. As suggested by rscott , you can manually create your own materials and apply them to the model in Blender (which is a tedious task when working with large models with hundreds of materials) OR try converting the model to glTF format before importing it into Blender. BadHorse has been recommending everyone use the glTF model standard to maintain the original models' multiple UV channels as well as its texture materials when importing to Blender or other 3D software. UnforUnfortunately you can't convert the .FBX models properly inside Blender so you'll have to use some outside software to properly convert the model to glTF standard like this FBX to glTF converter: github.com/cocos/FBX-glTF-convThen import the glTF model into Blender and hope everything imports correctly. this what i get when i exported from a site or 3d object viewer nodes show up but no textures, i tried exporting from 3d viewer and a gltf converter, textures dont even show up in 3d viewer, for example im trying to export the IGV-55 Attachments:
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Post by rscott on Oct 11, 2023 13:05:29 GMT
I just took a look at it and just imported the FBX... Just importing gives me the default material which is white... You are using a Color Attribute Node as a color...it is a Factor, if anything it would be plugged into the Factor of the Mix Node... I don't see that you have anything Selected in the 3dViewport...you have to select the mesh... If you just grab...Gozanti_Hull_Co_01.png and plug it into the Base Color of the Principled you would see the texture...
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Post by daddylongs on Oct 11, 2023 17:57:21 GMT
I just took a look at it and just imported the FBX... Just importing gives me the default material which is white... You are using a Color Attribute Node as a color...it is a Factor, if anything it would be plugged into the Factor of the Mix Node... I don't see that you have anything Selected in the 3dViewport...you have to select the mesh... If you just grab...Gozanti_Hull_Co_01.png and plug it into the Base Color of the Principled you would see the texture... This makes sense however how do you do that for all the other textures. cause i want to be able to do that make it as consistent to badhorses blend files as possible
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Post by rscott on Oct 12, 2023 13:39:52 GMT
I just took a look at it and just imported the FBX... Just importing gives me the default material which is white... You are using a Color Attribute Node as a color...it is a Factor, if anything it would be plugged into the Factor of the Mix Node... I don't see that you have anything Selected in the 3dViewport...you have to select the mesh... If you just grab...Gozanti_Hull_Co_01.png and plug it into the Base Color of the Principled you would see the texture... This makes sense however how do you do that for all the other textures. cause i want to be able to do that make it as consistent to badhorses blend files as possible Just select the next mesh ...say the Wings...add new material...plug-in the correct textures...repeat for each mesh group... there are only about 5 different mesh groups, so shouldn't take to long...once you have done them all you would have the same as Badhorse's or real close...You need to know that he also ( If I remember correctly) uses Redshift to render his images so that will make a big difference in the final renders... since you would be using EeVee or Cycles.
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Post by daddylongs on Oct 12, 2023 13:47:12 GMT
This makes sense however how do you do that for all the other textures. cause i want to be able to do that make it as consistent to badhorses blend files as possible Just select the next mesh ...say the Wings...add new material...plug-in the correct textures...repeat for each mesh group... there are only about 5 different mesh groups, so shouldn't take to long...once you have done them all you would have the same as Badhorse's or real close...You need to know that he also ( If I remember correctly) uses Redshift to render his images so that will make a big difference in the final renders... since you would be using EeVee or Cycles. W Another Problem im having is how do i apply the republic arquitens red color scheme it says its a decal and its a OP whatever that is
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Post by rscott on Oct 13, 2023 10:48:41 GMT
Just select the next mesh ...say the Wings...add new material...plug-in the correct textures...repeat for each mesh group... there are only about 5 different mesh groups, so shouldn't take to long...once you have done them all you would have the same as Badhorse's or real close...You need to know that he also ( If I remember correctly) uses Redshift to render his images so that will make a big difference in the final renders... since you would be using EeVee or Cycles. W Another Problem im having is how do i apply the republic arquitens red color scheme it says its a decal and its a OP whatever that is None of that was included in the one I have...I suppose they didn't rip the color scheme mask from the original, it's not in SOOG either...
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Post by Warhammer_81 on Oct 13, 2023 15:22:45 GMT
W Another Problem im having is how do i apply the republic arquitens red color scheme it says its a decal and its a OP whatever that is None of that was included in the one I have...I suppose they didn't rip the color scheme mask from the original, it's not in SOOG either... You need this model from BadHorse: groinkick.freeforums.net/post/5614
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Post by unusualsuspex on Nov 9, 2023 20:03:54 GMT
marvelousbattles Thanks for the pack However, I pulled it into Blender and the textures didn't show? They must be there because it seems they seem to provide the surface details. I even tried to export the ship as an FBX to try and grab the textures but it didn't want to play. Is there any chance you could drop these as textured obj files please?
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Post by marvelousbattles on Nov 11, 2023 16:40:35 GMT
Hey did someone mention they were chasing the ahsoka fortnite bundle?.. if not already posted, here it is!... marvelousbattles Thanks for the pack However, I pulled it into Blender and the textures didn't show? They must be there because it seems they seem to provide the surface details. I even tried to export the ship as an FBX to try and grab the textures but it didn't want to play. Is there any chance you could drop these as textured obj files please? They are there as I checked before uploading them.. you need to go into the 'Shading' tab in Blender to preview the textures applied.. If you want to extract the textures, follow this.
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Post by unusualsuspex on Nov 12, 2023 22:19:31 GMT
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