Jab Posted August 23, 2015 Author Share Posted August 23, 2015 A picture is worth a thousand lines of code. So I'm importing the animations into Blender's "Action" engine, where each object (In this case, our rig), has actions that store different animation types, and can be used in various ways in the Blender environment. Animations are still loading flipped, so for now, bob is left-handed. I'll look into a decent way to fix that issue sometime before the script is done. If you want to try it out for yourself, take a look at this temporary new python script I added to the GitHub repository here:(WARNING: the script takes a minute or so to load the animations in, feel free to toggle Blender's console to see what's going on if you are into that kind of thing)https://github.com/JabJabJab/BlenderZomboidIO/blob/master/ZomboidImportNew.py Just hit that link and click on 'Raw' at the top of the page to get the raw Python script to paste into the Script Editor in Blender. Suomiboi, CaptainBinky and LeoIvanov 3 Link to comment Share on other sites More sharing options...
blackteapie Posted August 31, 2015 Share Posted August 31, 2015 So, is this working for a mod? Or we have to modified the actual game?I haven't been able to make it work as a mod yet.>stuff<Have you been able to make it work as a mod Fuji?Yep, but only if you replace the original file. I've been working with ORMtnMan and a few others on replacing all of the models in his mod.The only downside is two mods will be incompatable unless you open up the class and paste in the model definitions from the other mod(s)If someone wants to do it, a public model resource collection and the requisite ModelManager could solve that. Models are small enough (a few MBs at most) that people could just download every model from every mod and there wouldn't be any need for regular players to mess around with files. Is there a model manager program mentioned above available for replace/add new models into the game? Or is it possible that we can add new weapon/item model through a mod? Link to comment Share on other sites More sharing options...
Jab Posted August 31, 2015 Author Share Posted August 31, 2015 Is there a model manager program mentioned above available for replace/add new models into the game? Or is it possible that we can add new weapon/item model through a mod? There is a mod that allows you to add models to the game. It's called ModelLoader. The forum topic is located here:http://theindiestone.com/forums/index.php/topic/14845-b3216-v109java-modelloader/ Link to comment Share on other sites More sharing options...
blackteapie Posted September 1, 2015 Share Posted September 1, 2015 Is there a model manager program mentioned above available for replace/add new models into the game? Or is it possible that we can add new weapon/item model through a mod? There is a mod that allows you to add models to the game. It's called ModelLoader. The forum topic is located here:http://theindiestone.com/forums/index.php/topic/14845-b3216-v109java-modelloader/ Thanks Link to comment Share on other sites More sharing options...
Zelik Posted November 12, 2015 Share Posted November 12, 2015 What version of Blender is required? 2.75? I'm having wonky things happen with 2.73a though it worked fine before. It could possibly be user error. Link to comment Share on other sites More sharing options...
Jab Posted December 7, 2015 Author Share Posted December 7, 2015 I stalled on completing these scripts due to lack of time, and considered waiting on the animation updates possibly in 34, as to not waste time reinventing the wheel. I might be looking into working on this again soon though. Link to comment Share on other sites More sharing options...
Jab Posted December 10, 2015 Author Share Posted December 10, 2015 Going to look at verifying the scripts working with Blender 2.76b and focus on getting the export working properly. Link to comment Share on other sites More sharing options...
Jab Posted February 6, 2016 Author Share Posted February 6, 2016 I don't want to math. Mathing is hard. Sure, I have animations loading into Blender, however, now I need to reverse the process for exporting animations, and I feel like this is going to take a lot of work. I'll be looking into this though. Link to comment Share on other sites More sharing options...
Jab Posted February 7, 2016 Author Share Posted February 7, 2016 (edited) The Blender scripts have been updated to 2.76b. ANIMATION EXPORT SUPPORT IS ADDED TOO!(Edit: There's problems I'm working on atm that I found out after this post) The only thing stopping me (From what I have tested & verified at this point), from importing animations in the game is adding this feature to ModelLoader. I also am able to export Skeletons too. I simply have not implemented this yet. I will be also modifying the scripts to export to new formats, being the following: .PZM (Mesh).PZS (Skeleton).PZA (Animation) (There will be a definitions file .PZX) Edited February 7, 2016 by Jab tommysticks and EnigmaGrey 2 Link to comment Share on other sites More sharing options...
Jab Posted March 5, 2016 Author Share Posted March 5, 2016 Thanks to Wolfeclaw, I now have a reference model that is entirely custom to reference when working on exporting custom models for Project Zomboid. I'm working on a rig that mimicks the name formatting of the Bipedal rig used for Bob and Kate. Pic: Suomiboi, WolfeClaw and LeoIvanov 3 Link to comment Share on other sites More sharing options...
Jab Posted March 7, 2016 Author Share Posted March 7, 2016 (edited) Experimenting with advanced rigging techniques today. Also thinking about not exporting bones that are not set to deform the mesh. Good way to control efficient bone exports. Pic: Edited March 7, 2016 by Jab AlexHupsch, francogp, LeoIvanov and 5 others 8 Link to comment Share on other sites More sharing options...
Jab Posted March 9, 2016 Author Share Posted March 9, 2016 Update: Not quite sure how long it will take to properly export animation data, but I have been working to get there for a few days. Once animations and skeletons can be exported, then work can begin on tidying up the scripts, and forming a plug-in around them, as to make things easier. WolfeClaw 1 Link to comment Share on other sites More sharing options...
rubylight Posted March 20, 2016 Share Posted March 20, 2016 Thx for a great script Jab! I also use blender and went to work a bit on the models and their characters, seeing if i could rig 'em a bit... i guess most Resident Evil fans can see who this is: Jab 1 Link to comment Share on other sites More sharing options...
ZaBrat Posted June 13, 2017 Share Posted June 13, 2017 Help me someone plz. Size of my crowbar is too big and it does not depend on the size of model in blender. I repeat after videoguide and that is my result: Link to comment Share on other sites More sharing options...
xXxFANCYCAPYBARA36xXx Posted June 15, 2017 Share Posted June 15, 2017 (edited) On 7.3.2016 at 5:48 AM, Jab said: Experimenting with advanced rigging techniques today. Also thinking about not exporting bones that are not set to deform the mesh. Good way to control efficient bone exports. Pic: OH MY FUCKING GOD THAT IS SO ADORABLE WHOS A GOOD 3D MODEL Edited June 15, 2017 by zoeyflower Link to comment Share on other sites More sharing options...
tommysticks Posted June 19, 2017 Share Posted June 19, 2017 On 6/13/2017 at 10:02 AM, ZaBrat said: Help me someone plz. Size of my crowbar is too big and it does not depend on the size of model in blender. I repeat after videoguide and that is my result: Try applying location and size to the model in Object mode. If you change size and location in edit mode it doesn't apply until you apply it. Link to comment Share on other sites More sharing options...
Blackbeard06 Posted November 11, 2017 Share Posted November 11, 2017 Ok, so I spent a good time getting my custom rifle made in blender. I then followed this https://www.youtube.com/watch?v=e9LblkVnTMg video tut on using your scripts to import/export the model. When I export using this script the file is not saved and nothing is written. Is this broken? using Blender v2.79 Link to comment Share on other sites More sharing options...
Blackbeard06 Posted November 11, 2017 Share Posted November 11, 2017 Well, my bad! I was not in object mode in blender when I used the export script. It now works properly! fyi, I was in texture mode.. xXxFANCYCAPYBARA36xXx 1 Link to comment Share on other sites More sharing options...
ZaBrat Posted December 12, 2017 Share Posted December 12, 2017 Pls, help. How can i get the model with "staying" animation? I mean, when model's hands down Link to comment Share on other sites More sharing options...
tommysticks Posted December 12, 2017 Share Posted December 12, 2017 2 hours ago, ZaBrat said: Pls, help. How can i get the model with "staying" animation? I mean, when model's hands down What do you mean? You want the male character model with his hands down? More details needed. Link to comment Share on other sites More sharing options...
ZaBrat Posted December 15, 2017 Share Posted December 15, 2017 (edited) On 13.12.2017 at 1:55 AM, tommysticks said: What do you mean? You want the male character model with his hands down? More details needed. I mean this There is no difference between a man or a woman (model) Edited December 15, 2017 by ZaBrat Link to comment Share on other sites More sharing options...
Joe_Winko Posted January 4, 2018 Share Posted January 4, 2018 how would i get custom hair meshes imported into the game? Link to comment Share on other sites More sharing options...
PriMan Posted August 2, 2019 Share Posted August 2, 2019 Now it not worked at Blender 2.80. Can someone update it? Link to comment Share on other sites More sharing options...
PunkyRoo Posted August 11, 2020 Share Posted August 11, 2020 Yeah, these scripts don't work in more recent versions of Blender. Does anyone have updated scripts? Or have a link to Blender Add-ons that work? Link to comment Share on other sites More sharing options...
Rundaaa Posted September 3, 2020 Share Posted September 3, 2020 (edited) Hihi, I spent today getting these scripts working for blender 2.79 and learning a bit of python/blender scripting for them, I have the import/export working (mostly), I haven't tested exporting with the script and using that model in game because I am learning still how to do that. Sorry these are not perfect or anything, let me know if something breaks, I am slowly fixing what I can as I learn. An important thing for IMPORTING so please note, as of right now importing via the context menu will not work, you must run the addon as a script to import a mesh, exporting should be fine. To run import script in blender, change to the 'Text Editor' View, then open the ZomboidImportNew script and click run, then you will be able to chose a model to import. also note, because i don't know how to import a model into the game yet, i can't check if materials or textures will export correctly, if anyone has something i can look at to learn to import into game faster that would be great, i have been self teaching/reverse engineering everything so far I have put the scripts here for now; https://github.com/rundaaa/ZomboidImportExport please remember they are work in progress, and basically completely all of Jab's work still, just reformatted for 2.79! Thanks! Edit: i have started updating the scripts to 2.8x (2.9 as well) but there is much for me to learn with that so don't expect them to work well, basic mesh import/export seems to work so far, added on the github ! Edited September 7, 2020 by Rundaaa 2.8x addition EnigmaGrey 1 Link to comment Share on other sites More sharing options...
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