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PostPosted: Mon Nov 01, 2004 4:41 am 
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The first 10 posts have been the best...

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making it default to the First IPO without a prefix was a horrible change, i can't get anything to export right again since i can't figure out how to make blender delete ipo's, in the script i see parts of where the old export_animation things were commented out, but i can't get it to reactivate the old way :(


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PostPosted: Mon Nov 01, 2004 3:47 pm 
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Yep I know this was kind of an ambiguous change. The point was to use the new getAction() function that gives you the action associated with the armature. But it apparently doesn't return several actions if there are more than one associated with the armature. For the next version I might change this back to the old way or maybe find another solution.

But you can delete actions, or rather unlink them from the armature, by going to the action window, selecting the action you want to unlink and press that icon with the big 'X' (the tooltip says "deletes link to this datablock).

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PostPosted: Mon Nov 01, 2004 4:31 pm 
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The first 10 posts have been the best...

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meh, please switch back soon :), i haven't been able to make it stop using the old ipo's even though i unlink it , also my exported animations seem to not work with my viewer, viewer works fine with doom3 models+animations and loads the mesh fine from the blender exporter, but the exported animations do nothing, when i load a doom3 animation file against the mesh it animates, You sure the script is working fine?


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PostPosted: Mon Nov 01, 2004 5:08 pm 
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I've been wondering this about Blender.. considering the awy it works and that 'datablocks' are it's primary method or working with data, you'd think we'd be able to edit and delete them directly instead of having to use the databrowser and spending time trying to figure out which thing is connected to which block. Animation is a real arse when you need to do what you've described above.

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PostPosted: Mon Nov 01, 2004 5:52 pm 
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The first 10 posts have been the best...

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yeah I wish there was a delete button or something, after I've fully animated a model I have like 10 actions renamed to Trash.0XX and like 3000 useless ipo's running around that I don't know how to get rid of


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PostPosted: Mon Nov 01, 2004 6:02 pm 
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Yeah, ever since the script change implimenting animation has been basically impossible, since I'm doing a big mod. I've stuck to just making models until it's fixed.


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PostPosted: Mon Nov 01, 2004 7:13 pm 
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Damaged wrote:
yeah I wish there was a delete button or something, after I've fully animated a model I have like 10 actions renamed to Trash.0XX and like 3000 useless ipo's running around that I don't know how to get rid of
Ohhh man, yeah you are totally... f&&&** I was trying to fix a similar problem last night; I had multiple users on a single IPO and I simply couldn't figure out where the other users where on the mesh and skeleton to delete the reference. I must have spend hours last night faffing around with various bits on the model trying to remove the link...!

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PostPosted: Thu Nov 04, 2004 2:23 pm 
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Ok I changed the script and brought back the "Export Action" field in the GUI, along with some other minor changes. If you have multiple anims to export, you still have to run the script several times, but you can just leave the md5mesh field blank and it won't generate the mesh again (same with md5anim if you only want to export the md5mesh).

http://home.tiscali.de/der_ton/blender2md5.zip

If you find any problems, please tell me, and don't just wait "until it's fixed" like MinionOfCthulhu did. If I'm not aware of the problem, chances are that it won't get fixed, ya know...

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 Post subject: Dead Link
PostPosted: Sun Nov 07, 2004 12:24 am 
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Hi,

Quote:
Due to a bug in the initial release of Blender2.34, you need a patched version, get it here:
http://www.letwory.net/cvsbuilds/bf_ble ... 040810.zip


The above link appears to be dead, is that file still required?, or has there been a fix implemented in Blender? If not are there any working links to the file?

Thanks


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PostPosted: Sun Nov 07, 2004 12:50 pm 
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http://www.letwory.net/cvsbuilds/bf_ble ... 041026.zip

If that doesn't work anymore, just go to
http://www.letwory.net/cvsbuilds/

I hope the script still works with that new version, because the cvs snapshots are in constant change. I'll update the script to reflect API changes once there is a Blender2.35.

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PostPosted: Sun Nov 07, 2004 1:29 pm 
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Thank you very much :D


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PostPosted: Tue Nov 09, 2004 7:59 pm 
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der_ton wrote:
I hope the script still works with that new version, because the cvs snapshots are in constant change. I'll update the script to reflect API changes once there is a Blender2.35.


I test with the last CVS and it works fine, thanks



:D


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PostPosted: Fri Nov 19, 2004 5:14 am 
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I'm running Linux, and I tried this out.

I'm assuming that this will work on Linux, because it's a python script, and I have the Linux counterpart to the Blender download that you've said is needed ( http://www.letwory.net/cvsbuilds/ ). I'm usually mistaken, though. :)

When I tried to run your script by opening the Blender text editor, opening your script, and pressing ALT-P, I received this message:
Blender wrote:
ERROR: Python script error, check console.


When I checked the console, I found this:
Console wrote:
Traceback (most recent call last):
File "blender2md5.py", line 119, in ?
ImportError: /usr/lib/python2.3/lib-dynload/math.so: undefined symbol: PyFPE_jbuf


Can this be fixed? :D


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PostPosted: Fri Nov 19, 2004 11:19 am 
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I guess there's something wrong with your python installation.

readme.txt wrote:
You need Python2.3 installed:
http://www.python.org/2.3.4/


You could also try with the latest official Blender version. Now that there is Blender2.35, the script doesn't require these CVS builds anymore. That was just because there was a bug in the original 2.34.

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PostPosted: Sat Nov 20, 2004 6:14 am 
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Ah, thanks.

I've upgraded to Blender 2.3.5a, and it seems to be working. :D


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PostPosted: Thu Jul 14, 2005 4:34 pm 
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The new version of Blender (2.37a) seems to not work correctly with the way the script acesses the IPO data, so don't use 2.37 with the script for the time being.

Kat has investigated this and it seems that if you load in a file from 2.36 and export it "untouched" with 2.37a, it works ok, but the IPOs you edit with 2.37a are not recognized correctly by the script. I will be gone for a week and when I'm back I will post the problem on the Blender forums to see if that's a bug in Blender or the API has undocumented changes.

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PostPosted: Thu Jul 21, 2005 3:09 am 
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The first 10 posts have been the best...

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For your next release could you try to find a workaround for broken animations due to oddities with armatures after creation? Bone roll, armature offset who knows, my animations break often due to something I do with armatures that I can't figure out. I have an example blend posted here:

http://www.doom3world.org/phpbb2/viewtopic.php?p=104885#104885

The model skeletal system is very complex and anytime this happens I get closer to going insane :)

I'm using Python 2.4 in linux with 2.36 currently. Keep in mind that if I just make a new armature and do a closest bone linking the new animation i make will operate fine, maybe this is related to creating vertex groups and translating, I'm not sure.


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PostPosted: Thu Nov 10, 2005 1:30 pm 
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The first 10 posts have been the best...

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out of curiousity is it possible to do a md5general script for blender I use blender for modelling only at this time but for the sake of education It has been very useful for max, I have done walls that wiggle like jello with it


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PostPosted: Tue Nov 15, 2005 4:08 pm 
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It should be possible but with the Blender API maybe it won't be as easy and straightforward as it was in the 3dsmax case. In any case I don't feel the drive to look into it but since it's a pretty universal kind of thing you could always ask other people, preferrably on elysiun.com.

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PostPosted: Wed Nov 16, 2005 12:40 pm 
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The first 10 posts have been the best...

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I guessed as much, unfortunate I had been asking Elysiun if there would slso be interest i9n doing a script similar to wahooney bone tools no interest was shown again unfortunate

thanks


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