Blender 3D Scripts
11 11

143 posts in this topic

Recommended Posts

Jab   

A picture is worth a thousand lines of code.

 

iulTk8IvS52P1.png

 

 

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.

Share this post


Link to post
Share on other sites
 

 

 

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?

Share this post


Link to post
Share on other sites
Jab   

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/

Share this post


Link to post
Share on other sites

 

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

Share this post


Link to post
Share on other sites
Zelik   

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.

-_-

Share this post


Link to post
Share on other sites
Jab   

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.

Share this post


Link to post
Share on other sites
Jab   

Going to look at verifying the scripts working with Blender 2.76b and focus on getting the export working properly. 

Share this post


Link to post
Share on other sites
Jab   

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. 

Share this post


Link to post
Share on other sites
Jab   

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 by Jab

Share this post


Link to post
Share on other sites
Jab   

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:

i8q8RT3.png

Share this post


Link to post
Share on other sites
Jab   

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.

Share this post


Link to post
Share on other sites

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:

JillValentine.jpg

Share this post


Link to post
Share on other sites
ZaBrat   

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:unknown.pngunknown.png

Share this post


Link to post
Share on other sites
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:

3ornjO3kRyg3In4HEk.gif

OH MY FUCKING GOD THAT IS SO ADORABLE
WHOS A GOOD 3D MODEL

Edited by zoeyflower

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
11 11