Exporter For Blender 2.49b is released!

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Yoman Jenkins said:
I am confused. I have just exported a rigged mesh and all but...

What do i do with the .trf? -- I cant do anything with that file type

As i said before in topic, it is the same thing with .brf files.

Copy your .trf file to resource folder of mount&blade, it will be converted to .brf file automatically when you start game. Of course if it's name added in module.ini

if you have XYZ.trf, when you start game there will be XYZ.trf and XYZ.brf.
it can overwrite old .brf files, so be careful.
 
Hey i downloaded it and done everything as in instruction (i have win 7 so pasted that file theare and left it in blend file folder but when i try to run it i meet error. The same thing happens when I try to run it with armor included with download.

I fixed it by pasting whole MB_TRF_Exporter.py file inside of script.
 
As i said before in topic, it is the same thing with .brf files.

Copy your .trf file to resource folder of mount&blade, it will be converted to .brf file automatically when you start game. Of course if it's name added in module.ini

if you have XYZ.trf, when you start game there will be XYZ.trf and XYZ.brf.
it can overwrite old .brf files, so be careful.

Does this only work with warband or should it also work with M&B 1.011?  1.011 refuses to see my .trf as anything other than a .brf and won't load it at all.
 
Okuruc said:
Does this only work with warband or should it also work with M&B 1.011?  1.011 refuses to see my .trf as anything other than a .brf and won't load it at all.

Did you enabled edit mode from settings? I'm not sure but, it must be compatible with M&B v1.011.

Mat Berserker said:
Hey i downloaded it and done everything as in instruction (i have win 7 so pasted that file theare and left it in blend file folder but when i try to run it i meet error. The same thing happens when I try to run it with armor included with download.
I fixed it by pasting whole MB_TRF_Exporter.py file inside of script.

remove line 16:
Code:
import Exporter
from "mesh.py" script, it is a faulted line which added by mistake.
 
DarkCore said:
Yoman Jenkins said:
Just wondering... will this work fine with Blender 2.53 beta?

It will need an update for above versions 2.49b.

There is a new one out for blender 2.54b.  It was built for source modding but it seems to work just fine with Openbrf exports.

Its important that you follow these steps to import properly though...

1. export your animation from Openbrf.

2. export "skin a for this animation" in Openbrf.

3.  In blender, import the smd skin first

4.  With the skin selected, import the animation smd

5.  Press play and watch the animation, edit it as you please.

I haven't gotten around to altering any animations and exporting them just yet, so I can't give ya any tips on exporting properly with this script. 

the script can be downloaded here:

http://code.google.com/p/blender-smd/downloads/list

just download it and install it via the new addons menu in blender.
 
the game crashes with a RGL error as it can't load the trf file.

ie,
I add,  load_mod_resource = horse

and put,
horse.trf into /my_mod/resources

the game crashes and gives a RGL error of "Can't find horse.brf"

 
I think I'm doing something wrong.  I made my animation, it's in the right format, it's ready to be exported.

I placed the .py file this came with in the scripts folder under "blender\plugins"  I'm using blender 2.49b, and I pasted this in the text area:


from MB_TRF_Exporter import *

exporter  = Exporter()

exporter.add_mesh(Mesh_obj("myanim.blend","myanim.blend",0,AUTOSMOOTH))

exporter.open("PATH")

print ("exporting " + exporter.file_name)
exporter.write_meshes()
exporter.file.write("\nend\n")
exporter.close()

print "finished."
and ran the python script, and it says:

"Python Script Error.  Check Console"  and this line highlights in red.

from TRF_Animation_Exporter import *

(And yes, I have python 2.6 installed properly.)
 
SonKidd said:
the game crashes with a RGL error as it can't load the trf file.

ie,
I add,  load_mod_resource = horse

and put,
horse.trf into /my_mod/resources

the game crashes and gives a RGL error of "Can't find horse.brf"

This is strange. In loading screen horse.trf must be transformed to horse.brf
For this ability, game's "editing mode" ability must be enabled.

For enabling it:
When you start game, before pressing "Play Mount&Blade", "enable editing mode" must be selected at advanced section of menu. After this selection trf files will create brf files at start.

If this is not your problem, we can think more solutions.
 
Bolkonsky said:
I think I'm doing something wrong.  I made my animation, it's in the right format, it's ready to be exported.

I placed the .py file this came with in the scripts folder under "blender\plugins"  I'm using blender 2.49b, and I pasted this in the text area:


from MB_TRF_Exporter import *

exporter  = Exporter()

exporter.add_mesh(Mesh_obj("myanim.blend","myanim.blend",0,AUTOSMOOTH))

exporter.open("PATH")

print ("exporting " + exporter.file_name)
exporter.write_meshes()
exporter.file.write("\nend\n")
exporter.close()

print "finished."
and ran the python script, and it says:

"Python Script Error.  Check Console"  and this line highlights in red.

from TRF_Animation_Exporter import *

(And yes, I have python 2.6 installed properly.)

I will try to help you, but it seems you didn't read read-me file well.

You did put .py file in wrong place. In read-me file you can see places:
Code:
STARTING

"MB_TRF_Exporter.py" must be in the same folder with .blend file. Or
But if you think Blender not able to find exporter files, copy this file: "MB_TRF_Exporter.py" to this location:
# Windows XP: C:\Program Files\Blender Foundation\Blender\.blender\scripts
# Windows XP (alt): C:\Documents and Settings\USERNAME\Application Data\Blender Foundation\Blender\.blender\scripts
# Windows Vista: C:\Users\USERNAME\AppData\Roaming\Blender Foundation\Blender\.blender\scripts

After putting file in right place, it will find "MB_TRF_Exporter.py" correctly.

But this is not only problem. If you want to export animations you must open "M&B animation.py" in blender. you can find it here:
resim_736434727.PNG

If you are pasting it to your blender file, copy from this place.
After that, you must fill:
Code:
SKELETON_NAME
ANIMATION_NAME
PATH

When you fill this fields correctly, you should not see more errors.

When you open blender, there is two window: one for blender, one for python. In python window you can see error messages in detail. If you receive more python errors, post here it with python window information.
 
I encountered problem with exporting file from blender to SMD.

I created new mesh and rigged it to skeleton in Blender (with was HARD) everything is fine and dandy:

aniproblem4.jpg

However after I export this something weird happens and mesh is 100 times bigger then it should be, skeleton is fine:

The problem:

aniproblem3.jpg

Comparison, that small body is how it should look:

aniproblem2.jpg

I tried to resize mesh in Open BRF, but skeleton gets scaled to and this is what I get when I try to animate it:

aniproblem.jpg

Im sure this problem appears when model is exported from Blender to SMD, I want to know how can I fix this. Im not interested in solutions like paste rigging from other mesh and such, I want to know how to export properly from blender as I plan to use it more.

EDIT: I just tested and its not fault of script I had to mess up something with model
 
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