Blender
There's a bug that's more of an annoyance than anything in your import script:
Your check for the input file name is case sensitive. When you check for ( if ".mesh" in filepath: ), it will fail if the file has an extension of .Mesh, .MESH, or any combination. I only know enough general coding knowledge to notice the bug (my files kept on not importing silently, even after putting in tons of debugging strings), but I don't know enough Python to make that check case insensitive.
Your check for the input file name is case sensitive. When you check for ( if ".mesh" in filepath: ), it will fail if the file has an extension of .Mesh, .MESH, or any combination. I only know enough general coding knowledge to notice the bug (my files kept on not importing silently, even after putting in tons of debugging strings), but I don't know enough Python to make that check case insensitive.
A separate bug with the importer:
[s]If a bone has no weights assigned to it at all when imported, the bone will still be imported but will cause an index out of range error when exporting the mesh. I think that's the reason at least, I tried outputting the bone names as it loops through them and it crashes on one of the empty groups:[/s]
The actual bug: I can't exactly tell why, but for this skeleton.xml specifically the root bone is not being created. Nothing in particular seems to be wrong with this skeleton, it opens in a mesh viewer just fine with the root bone in tact.
[s]If a bone has no weights assigned to it at all when imported, the bone will still be imported but will cause an index out of range error when exporting the mesh. I think that's the reason at least, I tried outputting the bone names as it loops through them and it crashes on one of the empty groups:[/s]
The actual bug: I can't exactly tell why, but for this skeleton.xml specifically the root bone is not being created. Nothing in particular seems to be wrong with this skeleton, it opens in a mesh viewer just fine with the root bone in tact.
Code: Select all
<skeleton blendmode="average">
<bones>
<bone id="0" name="Bip01">
<position x="7.27596e-010" y="-0.0385398" z="1.62673" />
<rotation angle="1.57079">
<axis x="-0" y="-0" z="-1" />
</rotation>
</bone>
<bone id="1" name="Bip01 Hair">
<position x="0.131763" y="-0.0890458" z="3.08226e-007" />
<rotation angle="2.00633">
<axis x="-1.60541e-008" y="2.77322e-006" z="-1" />
</rotation>
</bone>
<bone id="2" name="Bip01 Hair02">
<position x="0.21272" y="-0.000232506" z="-7.84494e-009" />
<rotation angle="0.143481">
<axis x="-0.0239431" y="0.361823" z="0.931939" />
</rotation>
</bone>
<bone id="3" name="Bip01 Hair03">
<position x="0.294503" y="-0.000242233" z="1.04308e-008" />
<rotation angle="0.0315011">
<axis x="0.00357482" y="-0.957815" z="0.287363" />
</rotation>
</bone>
<bone id="4" name="Bip01 Hair04">
<position x="0.304228" y="-0.00018959" z="8.9407e-009" />
<rotation angle="0.0585714">
<axis x="0.00824047" y="-0.304067" z="0.952615" />
</rotation>
</bone>
<bone id="5" name="Bip01 Hair05">
<position x="0.238792" y="-0.000302506" z="5.96046e-009" />
<rotation angle="0.0966644">
<axis x="0.0228669" y="-0.785827" z="0.618024" />
</rotation>
</bone>
<bone id="6" name="Bip01 Head">
<position x="0.171109" y="-0.0184666" z="3.51888e-009" />
<rotation angle="0.0496909">
<axis x="6.95242e-008" y="-3.1203e-006" z="1" />
</rotation>
</bone>
<bone id="7" name="Bip01 L Calf">
<position x="0.691121" y="1.19209e-008" z="-9.53674e-008" />
<rotation angle="0.213804">
<axis x="1.20706e-008" y="1.05344e-007" z="-1" />
</rotation>
</bone>
<bone id="8" name="Bip01 L Clavicle">
<position x="-0.101251" y="-0.00388544" z="0.0635223" />
<rotation angle="3.21333">
<axis x="-0.706651" y="0.0358885" z="-0.706651" />
</rotation>
</bone>
<bone id="9" name="Bip01 L Finger0">
<position x="0.079959" y="0.0255829" z="-0.0733043" />
<rotation angle="1.85753">
<axis x="0.741951" y="0.654147" z="-0.146973" />
</rotation>
</bone>
<bone id="10" name="Bip01 L Finger01">
<position x="0.110763" y="-9.53674e-008" z="0" />
<rotation angle="0.889953">
<axis x="4.85412e-008" y="6.71187e-008" z="1" />
</rotation>
</bone>
<bone id="11" name="Bip01 L Finger1">
<position x="0.169848" y="-0.00512981" z="-0.0630989" />
<rotation angle="0.270096">
<axis x="0.00277934" y="0.0424574" z="0.999094" />
</rotation>
</bone>
<bone id="12" name="Bip01 L Finger11">
<position x="0.118623" y="-1.90735e-007" z="1.19209e-008" />
<rotation angle="0.193355">
<axis x="1.84179e-007" y="-3.78051e-007" z="-1" />
</rotation>
</bone>
<bone id="13" name="Bip01 L Finger2">
<position x="0.174686" y="-0.00573196" z="-4.23312e-005" />
<rotation angle="0.275501">
<axis x="-0.00322336" y="-0.0884394" z="0.996076" />
</rotation>
</bone>
<bone id="14" name="Bip01 L Finger21">
<position x="0.105933" y="-1.90735e-007" z="1.19209e-008" />
<rotation angle="0.0744828">
<axis x="8.13519e-007" y="-1.5144e-006" z="-1" />
</rotation>
</bone>
<bone id="15" name="Bip01 L Finger3">
<position x="0.169859" y="0.0210211" z="0.0484542" />
<rotation angle="0.417844">
<axis x="-0.320023" y="-0.503431" z="0.802585" />
</rotation>
</bone>
<bone id="16" name="Bip01 L Finger31">
<position x="0.0990536" y="0" z="-2.98023e-009" />
<rotation angle="0.684407">
<axis x="1.43628e-007" y="9.57524e-009" z="-1" />
</rotation>
</bone>
<bone id="17" name="Bip01 L Foot">
<position x="0.708557" y="2.38419e-008" z="-2.38419e-008" />
<rotation angle="0.194606">
<axis x="-0.00911232" y="-0.450585" z="0.892687" />
</rotation>
</bone>
<bone id="18" name="Bip01 L Forearm">
<position x="0.344459" y="0" z="1.90735e-007" />
<rotation angle="0.139738">
<axis x="1.01969e-007" y="-1.06984e-007" z="-1" />
</rotation>
</bone>
<bone id="19" name="Bip01 L Hand">
<position x="0.300772" y="0" z="0" />
<rotation angle="1.57242">
<axis x="-0.997586" y="0.0490816" z="-0.0491207" />
</rotation>
</bone>
<bone id="20" name="Bip01 L Thigh">
<position x="-0.0857504" y="-0.0655848" z="0.131883" />
<rotation angle="3.05106">
<axis x="-0.0156903" y="-0.994881" z="-0.0998304" />
</rotation>
</bone>
<bone id="21" name="Bip01 L Toe0">
<position x="0.24356" y="0.287324" z="0" />
<rotation angle="1.5708">
<axis x="1.69121e-008" y="-3.72529e-008" z="1" />
</rotation>
</bone>
<bone id="22" name="Bip01 L UpperArm">
<position x="0.149861" y="3.72529e-009" z="0" />
<rotation angle="0.726092">
<axis x="0.132295" y="0.989536" z="0.057591" />
</rotation>
</bone>
<bone id="23" name="Bip01 Left Ear Hair">
<position x="0.154225" y="0.066221" z="0.121292" />
<rotation angle="3.34197">
<axis x="-0.0510355" y="0.00517888" z="-0.998683" />
</rotation>
</bone>
<bone id="24" name="Bip01 Left Ear Hair02">
<position x="0.226404" y="-0.000123358" z="2.38419e-008" />
<rotation angle="0.037709">
<axis x="0.000796219" y="1" z="2.66802e-006" />
</rotation>
</bone>
<bone id="25" name="Bip01 Neck">
<position x="0.32525" y="-0.0959833" z="-1.22578e-007" />
<rotation angle="0.100687">
<axis x="-1.7064e-008" y="-3.07332e-006" z="1" />
</rotation>
</bone>
<bone id="26" name="Bip01 Pelvis">
<position x="0" y="0" z="0" />
<rotation angle="2.09439">
<axis x="-0.57735" y="-0.577351" z="-0.57735" />
</rotation>
</bone>
<bone id="27" name="Bip01 R Calf">
<position x="0.691121" y="-1.19209e-008" z="-4.76837e-008" />
<rotation angle="0.213804">
<axis x="1.02052e-007" y="-1.40458e-007" z="-1" />
</rotation>
</bone>
<bone id="28" name="Bip01 R Clavicle">
<position x="-0.101251" y="-0.00388508" z="-0.0635226" />
<rotation angle="3.21334">
<axis x="0.706651" y="-0.0358865" z="-0.706651" />
</rotation>
</bone>
<bone id="29" name="Bip01 R Finger0">
<position x="0.079959" y="0.0255829" z="0.0733043" />
<rotation angle="1.85753">
<axis x="-0.741951" y="-0.654147" z="-0.146973" />
</rotation>
</bone>
<bone id="30" name="Bip01 R Finger01">
<position x="0.110763" y="0" z="0" />
<rotation angle="0.889953">
<axis x="-3.89528e-008" y="1.91768e-008" z="1" />
</rotation>
</bone>
<bone id="31" name="Bip01 R Finger1">
<position x="0.169848" y="-0.00512981" z="0.0630989" />
<rotation angle="0.270096">
<axis x="-0.00277918" y="-0.0424573" z="0.999094" />
</rotation>
</bone>
<bone id="32" name="Bip01 R Finger11">
<position x="0.118623" y="0" z="5.96046e-009" />
<rotation angle="0.193355">
<axis x="-2.90809e-007" y="-7.75489e-008" z="-1" />
</rotation>
</bone>
<bone id="33" name="Bip01 R Finger2">
<position x="0.174686" y="-0.00573235" z="4.23312e-005" />
<rotation angle="0.275501">
<axis x="0.00322315" y="0.0884393" z="0.996076" />
</rotation>
</bone>
<bone id="34" name="Bip01 R Finger21">
<position x="0.105933" y="-1.90735e-007" z="0" />
<rotation angle="0.0744828">
<axis x="-2.50314e-007" y="1.01377e-006" z="-1" />
</rotation>
</bone>
<bone id="35" name="Bip01 R Finger3">
<position x="0.169859" y="0.0210211" z="-0.0484542" />
<rotation angle="0.417843">
<axis x="0.320023" y="0.503431" z="0.802585" />
</rotation>
</bone>
<bone id="36" name="Bip01 R Finger31">
<position x="0.0990536" y="0" z="2.98023e-009" />
<rotation angle="0.684407">
<axis x="6.84997e-008" y="-3.24085e-008" z="-1" />
</rotation>
</bone>
<bone id="37" name="Bip01 R Foot">
<position x="0.708558" y="2.38419e-008" z="-7.15256e-008" />
<rotation angle="0.194606">
<axis x="0.00911208" y="0.450586" z="0.892687" />
</rotation>
</bone>
<bone id="38" name="Bip01 R Forearm">
<position x="0.344459" y="0" z="0" />
<rotation angle="0.139738">
<axis x="-6.35216e-008" y="6.41902e-007" z="-1" />
</rotation>
</bone>
<bone id="39" name="Bip01 R Hand">
<position x="0.300772" y="-5.96046e-009" z="1.90735e-007" />
<rotation angle="1.57242">
<axis x="0.997586" y="-0.0490815" z="-0.0491206" />
</rotation>
</bone>
<bone id="40" name="Bip01 R Thigh">
<position x="-0.0857504" y="-0.0655841" z="-0.131883" />
<rotation angle="3.23213">
<axis x="-0.0156905" y="-0.994881" z="0.0998276" />
</rotation>
</bone>
<bone id="41" name="Bip01 R Toe0">
<position x="0.24356" y="0.287324" z="2.38419e-008" />
<rotation angle="1.5708">
<axis x="-3.14824e-008" y="1.39573e-016" z="1" />
</rotation>
</bone>
<bone id="42" name="Bip01 R UpperArm">
<position x="0.149861" y="-3.72529e-009" z="0" />
<rotation angle="0.726092">
<axis x="-0.132295" y="-0.989536" z="0.057591" />
</rotation>
</bone>
<bone id="43" name="Bip01 Right Ear Hair">
<position x="0.154354" y="0.066855" z="-0.121292" />
<rotation angle="3.24328">
<axis x="-0.100664" y="-0.994905" z="0.00547208" />
</rotation>
</bone>
<bone id="44" name="Bip01 Right Ear Hair02">
<position x="0.230678" y="-0.000118828" z="-4.76837e-008" />
<rotation angle="0.050254">
<axis x="0.000796251" y="1" z="2.81801e-006" />
</rotation>
</bone>
<bone id="45" name="Bip01 Spine">
<position x="0.0856981" y="0.0656528" z="-5.10268e-008" />
<rotation angle="0.000690534">
<axis x="-0.00522512" y="-0.00168273" z="0.999985" />
</rotation>
</bone>
<bone id="46" name="Bip01 Spine1">
<position x="0.297478" y="-0.000279415" z="-4.50268e-010" />
<rotation angle="0">
<axis x="1" y="0" z="0" />
</rotation>
</bone>
<bone id="47" name="Bip01 Tail">
<position x="0.0806478" y="-0.168112" z="-4.16802e-007" />
<rotation angle="1.58244">
<axis x="-2.09407e-008" y="2.78653e-006" z="-1" />
</rotation>
</bone>
<bone id="48" name="Bip01 Tail1">
<position x="0.385137" y="-0.000484848" z="-2.42901e-008" />
<rotation angle="0.0224186">
<axis x="3.04231e-010" y="5.85588e-007" z="1" />
</rotation>
</bone>
<bone id="49" name="Bip01 Tail2">
<position x="0.608519" y="-0.00044632" z="3.50698e-008" />
<rotation angle="0.00775123">
<axis x="1.03102e-005" y="-1.59622e-005" z="-1" />
</rotation>
</bone>
<bone id="50" name="Bip01 Tail3">
<position x="0.560422" y="-0.000213051" z="-1.00784e-007" />
<rotation angle="0.0164719">
<axis x="-3.12786e-007" y="1.04e-005" z="-1" />
</rotation>
</bone>
<bone id="51" name="Bip01 Tail4">
<position x="0.267356" y="-0.000271606" z="1.52089e-008" />
<rotation angle="0.0126765">
<axis x="-5.1723e-006" y="-3.35745e-006" z="-1" />
</rotation>
</bone>
<bone id="52" name="root">
<position x="-7.27596e-010" y="0.000284433" z="-3.42261e-009" />
<rotation angle="1.5708">
<axis x="-1" y="-0" z="-0" />
</rotation>
</bone>
<bone id="53" name="tag_leftarm">
<position x="0.149997" y="0.0128893" z="0.0849127" />
<rotation angle="3.07795">
<axis x="0.673072" y="-0.0781741" z="-0.735434" />
</rotation>
</bone>
<bone id="54" name="tag_lefthand">
<position x="0.190197" y="0.06199" z="-0.0768324" />
<rotation angle="2.22467">
<axis x="-0.493531" y="-0.614991" z="0.61499" />
</rotation>
</bone>
<bone id="55" name="tag_righthand">
<position x="0.179811" y="0.069479" z="0.0855371" />
<rotation angle="4.18879">
<axis x="-0.57735" y="0.57735" z="0.57735" />
</rotation>
</bone>
</bones>
<bonehierarchy>
<boneparent bone="Bip01" parent="root" />
<boneparent bone="Bip01 Hair" parent="Bip01 Head" />
<boneparent bone="Bip01 Hair02" parent="Bip01 Hair" />
<boneparent bone="Bip01 Hair03" parent="Bip01 Hair02" />
<boneparent bone="Bip01 Hair04" parent="Bip01 Hair03" />
<boneparent bone="Bip01 Hair05" parent="Bip01 Hair04" />
<boneparent bone="Bip01 Head" parent="Bip01 Neck" />
<boneparent bone="Bip01 L Calf" parent="Bip01 L Thigh" />
<boneparent bone="Bip01 L Clavicle" parent="Bip01 Neck" />
<boneparent bone="Bip01 L Finger0" parent="Bip01 L Hand" />
<boneparent bone="Bip01 L Finger01" parent="Bip01 L Finger0" />
<boneparent bone="Bip01 L Finger1" parent="Bip01 L Hand" />
<boneparent bone="Bip01 L Finger11" parent="Bip01 L Finger1" />
<boneparent bone="Bip01 L Finger2" parent="Bip01 L Hand" />
<boneparent bone="Bip01 L Finger21" parent="Bip01 L Finger2" />
<boneparent bone="Bip01 L Finger3" parent="Bip01 L Hand" />
<boneparent bone="Bip01 L Finger31" parent="Bip01 L Finger3" />
<boneparent bone="Bip01 L Foot" parent="Bip01 L Calf" />
<boneparent bone="Bip01 L Forearm" parent="Bip01 L UpperArm" />
<boneparent bone="Bip01 L Hand" parent="Bip01 L Forearm" />
<boneparent bone="Bip01 L Thigh" parent="Bip01 Spine" />
<boneparent bone="Bip01 L Toe0" parent="Bip01 L Foot" />
<boneparent bone="Bip01 L UpperArm" parent="Bip01 L Clavicle" />
<boneparent bone="Bip01 Left Ear Hair" parent="Bip01 Head" />
<boneparent bone="Bip01 Left Ear Hair02" parent="Bip01 Left Ear Hair" />
<boneparent bone="Bip01 Neck" parent="Bip01 Spine1" />
<boneparent bone="Bip01 Pelvis" parent="Bip01" />
<boneparent bone="Bip01 R Calf" parent="Bip01 R Thigh" />
<boneparent bone="Bip01 R Clavicle" parent="Bip01 Neck" />
<boneparent bone="Bip01 R Finger0" parent="Bip01 R Hand" />
<boneparent bone="Bip01 R Finger01" parent="Bip01 R Finger0" />
<boneparent bone="Bip01 R Finger1" parent="Bip01 R Hand" />
<boneparent bone="Bip01 R Finger11" parent="Bip01 R Finger1" />
<boneparent bone="Bip01 R Finger2" parent="Bip01 R Hand" />
<boneparent bone="Bip01 R Finger21" parent="Bip01 R Finger2" />
<boneparent bone="Bip01 R Finger3" parent="Bip01 R Hand" />
<boneparent bone="Bip01 R Finger31" parent="Bip01 R Finger3" />
<boneparent bone="Bip01 R Foot" parent="Bip01 R Calf" />
<boneparent bone="Bip01 R Forearm" parent="Bip01 R UpperArm" />
<boneparent bone="Bip01 R Hand" parent="Bip01 R Forearm" />
<boneparent bone="Bip01 R Thigh" parent="Bip01 Spine" />
<boneparent bone="Bip01 R Toe0" parent="Bip01 R Foot" />
<boneparent bone="Bip01 R UpperArm" parent="Bip01 R Clavicle" />
<boneparent bone="Bip01 Right Ear Hair" parent="Bip01 Head" />
<boneparent bone="Bip01 Right Ear Hair02" parent="Bip01 Right Ear Hair" />
<boneparent bone="Bip01 Spine" parent="Bip01 Pelvis" />
<boneparent bone="Bip01 Spine1" parent="Bip01 Spine" />
<boneparent bone="Bip01 Tail" parent="Bip01 Spine" />
<boneparent bone="Bip01 Tail1" parent="Bip01 Tail" />
<boneparent bone="Bip01 Tail2" parent="Bip01 Tail1" />
<boneparent bone="Bip01 Tail3" parent="Bip01 Tail2" />
<boneparent bone="Bip01 Tail4" parent="Bip01 Tail3" />
<boneparent bone="tag_leftarm" parent="Bip01 L Forearm" />
<boneparent bone="tag_lefthand" parent="Bip01 L Hand" />
<boneparent bone="tag_righthand" parent="Bip01 R Hand" />
</bonehierarchy>
<animations>
<animation name="Bind" length="0">
<tracks />
</animation>
</animations>
</skeleton>
There was a bug with the root bone not being created when importing the bull mesh that was fixed in 0.8.14. Is this different?
If so, which mesh causes the crash?
If so, which mesh causes the crash?
Thank you, it's a great tool!
But I have a problem when using this plugin.
I can only imported bones and models without animation When importing game file with it, like that:

Then I have reserved xml file,open it with notepad++ and find animation information in it

Is that something I should set or install?
But I have a problem when using this plugin.
I can only imported bones and models without animation When importing game file with it, like that:
Then I have reserved xml file,open it with notepad++ and find animation information in it
Is that something I should set or install?
-
bobinternet
- Posts: 3
- Joined: Tue Jul 16, 2019 4:01 pm
Help, i am having this issue when i try to rotate a face with the tool. Its all bugged and weird, everything starts to dissapear suddenly
bobinternet - Happens if your model has no UVs, I have uploaded a new plugin (0.8.15) that fixes that error.
daqwerf11 - That is odd. Can you check the console (window -> toggle system console) to see if there is any information there.
daqwerf11 - That is odd. Can you check the console (window -> toggle system console) to see if there is any information there.
-
bobinternet
- Posts: 3
- Joined: Tue Jul 16, 2019 4:01 pm
What about rotating faces bug?
thank you! I have solved the problem, that's made by plugin conflict with some other plugin.
I want to create a new race, like this:
https://www.lofigames.com/phpBB3/viewto ... 11&t=14704
I import human_female.mesh and modified skeleton weight of it. When I use it in game, it stop works.
Should I add something else to the mesh?
https://www.lofigames.com/phpBB3/viewto ... 11&t=14704
I import human_female.mesh and modified skeleton weight of it. When I use it in game, it stop works.
Should I add something else to the mesh?
-
skinklizzard
- Posts: 1
- Joined: Thu Sep 12, 2019 1:54 pm
The import script for the plugin for blender 2.8 doesn't work as is, it throws an error on anything with a skeleton.
blender removed scene.update() from the api with 2.8. A simple search and replace
for "scn.update()" to "bpy.context.view_layer.update()" will get it working though.
blender removed scene.update() from the api with 2.8. A simple search and replace
for "scn.update()" to "bpy.context.view_layer.update()" will get it working though.
I just updated to blender 2.81a and the 0.9.1 plugin is working fine. What is the error?
well it would just not appear as selectable extension. Let me check the updated version
edit : still doesn't :/ . Might have forgotten how to install an add on, but i tried selecting either the zip, or all the files, when i get to pick a new add on
edit 2 : ok i had to manually install it and it worked
edit : still doesn't :/ . Might have forgotten how to install an add on, but i tried selecting either the zip, or all the files, when i get to pick a new add on
edit 2 : ok i had to manually install it and it worked
-
landsknehtorc
- Posts: 4
- Joined: Thu Sep 27, 2018 6:55 am
There is a defect in the default model. **
I tried to fix the defect using your plug-in 0.9.1 (Blender 2.81 steam version).
Made changes to the grid. **
Exported the result to a folder on the desktop. **
Created a mod using the "forgotten construction set".
I tried to fix the defect using your plug-in 0.9.1 (Blender 2.81 steam version).
Made changes to the grid. **
Exported the result to a folder on the desktop. **
Created a mod using the "forgotten construction set".
-
landsknehtorc
- Posts: 4
- Joined: Thu Sep 27, 2018 6:55 am
Result:
1. ** crash games
2. Renamed. ** There is no visible result in the game.
What has been done wrong? How to do it right?
P.S. I apologize for translit.
1. ** crash games
2. Renamed. ** There is no visible result in the game.
What has been done wrong? How to do it right?
P.S. I apologize for translit.
Uncheck the export skeleton option.
Also note the template file is missing the shape keys for some of the sliders in character creation.
Also note the template file is missing the shape keys for some of the sliders in character creation.
- Sandwich247
- Posts: 2
- Joined: Tue Sep 03, 2019 11:23 pm
- Location: Glasgow, Scotland
For some reason, I can't export collision meshes on blender 2.80
Maybe I'm just doing it wrong, is there a step-by-step guide on what to do to prepare your model for collision export?
Maybe I'm just doing it wrong, is there a step-by-step guide on what to do to prepare your model for collision export?
-
- Information
-
Who is online
Users browsing this forum: No registered users and 11 guests