Format For Blender

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Lorna Schildt

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Aug 4, 2024, 6:22:44 PM8/4/24
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Iknow that Blenders FBX exporter is sometimes problematic, you might find you will have some issues with it (smoothing groups information and things like that). What I would do is export as OBJ from Blender then use Autodesk FXB Converter 2013 which is free.

I tried connecting the tablet to the PC by USB. The files directly imported were still not recognized. Same error message: file format not supported. (In the Windows 3D viewer the obj was visible as colorless, the glb was in color but missing some parts.) In Blender 2.93 I have wave obj and glTF 2.0 import enabled.


sorry I only just read what was going on, yep - been there, done it. Not the only one! To upload pictures to the forum, hit the small icon with the arrow pointing up above these input text boxes (near the quotation mark icon) - or simply drag and drop a file/photo into these input boxes, both methods work.


I have a FBX model which I would like to open in Blender but when I try to import the model it says: ASCII FBX files are not supported. Is there a way to import the model to Blender somehow? I don't have access to any Autodesk software.


You might be find that a lot of the solutions produce corrupt files when you open them in Blender (Paint3D, Autodesk Converter, etc) if they contain animations and armatures. The bones might look all messed up and the polygons can be broken.


This site has a good explanation. It says that ASCII format is human readable, contains all the model's info, but it's not Blender-readable. We need Binary format, and whoever makes the model needs to choose ASCII to give customers all the data, or they choose binary to make it importable to Blender. When they choose ASCII, we need to covert it ourselves. Supposedly there's a free tool for converting this using the Autodesk. I'm still looking around the Autodesk site for a free tool, but it may require some trial software. -for-architecture/import-ascii-fbx-files-blender/.


Try exporting as FBX or Colada (dae) instead, the reason you don't see the model in blender when you export as obj is most likely because the scale is too large, you can check this by scrolling away from the origin in blender.


After another day pf fiddling with settings, I have improved my situation, but this is still an incredible pain. The biggest breakthrough was turning off the PBR materials in the Exporter. The other thing that helped a lot was turning on only one light at a lime in Blender and Babylon and adjusting each light individually.


To answer your questions, I am not set on any particular workflow, I am happy to use anything that works smoothly. My first attempt was Sketchup exporting .stl files until I discovered that it only saves the mesh and none of the materials. Mt secord attempt was to import the .stl files into Blender, redo the materials then export as a .glb file. This works reasonably well, but creates rotated models that are a pain to work with, so I searched around and discovered a Babylon exporter plugin for Blender that supports things like setting isPickable on meshes etc, so this is what I am playing with right now.


Create additional .blend files for each model (building, vehicle, character, item etc). These files can link to your main scene.blend and reference the lights and shared materials in there. This way you develop your models for consistent lighting.


Export all of your blender models to .babylon files (on .glb if you want to squeeze out the last few bytes). This can be done using a command line script so that if you change a shared material, you can re-run all of the .blend to .babylon conversions to regenerate all of your models.


Load .babylon files into containers in Babylon so that you can easily add/remove to the scene and create multiple instances without duplicating the mesh vertexes. After loading each file, loop through all of the materials setting their ambientColor property.


I think I should be able to get around the runtime issues by implementing my own version of container.instantiateModelsToScene that hooks up the meshes to the materials that already exist in the scene rather than creating new ones.


Unfortunately the Babylon exporter for Blender does not export NLA animations at all. As an experiment I added some non-NLA animations and they are exported, but you can only have one animation per mesh if you do this and the whole model has a single timeline.


I think that what should happen in the Babylon exporter for Blend is that NLA Action Strips with the same name should be combined into a Babylon ActionGroup that can be started and stopped within Bablyon in response to game events (such as firing a weapon).


For now I will have to go back to square one and investigate another file format. I still like Blender, so I think I will do an experiment where I export a model from Blender in every supported file format, then try importing them one at a time into Babylon to see which ones have limitations that can be worked around.


What Blender requires does not matter in this case. An individual mesh / armature has an active Action, which can also be None. For each object where the active Action is not None, all actions in the scene are exported.


Babylon format only allows only one animation per object. The exporter also records the start and stop frames of each action as a BABYLON.AnimationRange with the same name as the Blender Action. This means you call up the animation by name, not frame ranges. See your log file if you want to see the actual ranges.


You can request that only the current animations be exported on the custom properties of World. You may have multiple actions in the blend, but not want any of the others be on the export without deleting them.


If you have multiple objects which have an active Action, but you which to only perform a certain action on a single object, use an objectName-actionName format for the name of the Action. e.g.: MyMesh-Jump.


Right skip #1

.

Wrong on #2. Each action should start at frame 0. It is the exporter which goes thru all the actions & makes and sequences them into the single animation for an object that the file format supports. It will actually make a 5 frame gap between, just for my own sanity.


Right, you cannot put multiple actions on a mesh, but you can make as many actions as you wish. An object only has a current action. It is the exporter, when an Object is encountered which has a current action, which goes through all the animations, setting each to be current one at a time, then running, & grabbing the result.


I made some progress. I deleted al of my action strips, and all of my actions and started over. I created 6 actions in the Blender Action Editor with different names, all between fames 0 and 30. Each animation applies to a different object/mesh.


I saved my blend file, then exported to Babylon, and all of the objects with animations rotated by about 45 degrees. No biggie, Ctrl-Z fixed that issue. I tried this several times and each time I exported the objects were rotated. So I closed Blender and re-opened it just to clean out any garbage from the deleted action strips and this time the export worked without the rotation problem, but when I loaded the model into Babylon one of the animated objects/meshes was displaced quite far from where it should be.


I found a fix for the animation speed variations. Not sur if this is the right way to fix the problem, but I took the first keyframe of each animation and Shift-D (duplicate) and moved it to keyframe 0, then took the last keyframe and Shift-D move to last keyframe, so that all of the animations are the same length and have the same start and end frame in Blender.

When I export it like this, the animation ranges in Babylon are now correct and all the animations run at the correct speed.


More progress and more snags. My current road block is that AnimationGroup does not seem to support AnimationRange, and the Blender Babylon exporter packs all of the Blender actions into one animation with different frame ranges. This makes the AnimationGroup unusable in this workflow.


To use this code you need to stick to some naming conventions. Lets say for example we are modelling a car, the car has 4 wheels (as 4 child meshes) and you want a moving animation that animates all 4 wheels.


Those of you who use Blender know that it contains a VRML export plugin. This plugin was totally useless for KiCad, models produced by it would not display in PCBNew in the best case, in worst they could even crash the 3D previewer.


kicad ECAD meets MCAD world: With kicad StepUp, it is possible to work in kicad ECAD with the same component model data available in the STEP AP214 3D format, and obtain a 3D STEP AP214 model of the pcb board and a complete board assemblies with...


Hello, I have been working on an addon for Blender to import and export .mu files. It is still very incomplete, but I have released it under the GNU General Public License (version 2), and it is available from github , with documentation here.


NOTE 2: (for Windows) Blender must not be installed in Program Files. Due to file access permissions, installing blender in Program Files messes with addons resulting in weird errors.


NOTE 4: I haven't done an actual release for a long time, nor do I have plans to do so any time soon, so ignore the release section on github and just clone the repository. I do update the code whenever something comes up.


For the blender addon, you just copy the entire directory into your addons directory, enable it like any other addon (there are tuts for this on places like blendercookie.com), and then File->Import->KSP Mu. Export is not working yet.


I'm sorry I can't be of more help just now. This is very much a work in progress (I announced it now only because I used it to help fix the Extraplanetary Launchpads auger), and I'm a bit busy trying to help fix bugs in the mod.

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