Poll

After you've tried the new reference frame import feature, do you think it should be enabled by default?

Yes
No

Author Topic: [Blender] New DTS plugin  (Read 177622 times)

Torque's skin tag system (if someone ever wanted to use it for whatever reason), requires having the base.type name scheme.

i dont see why anyone would even need a period in the object name so id pick the 2nd option


I suppose if anyone really wanted a period in the object name for the skin tag system, which is almost entirely unlikely, they could just use the first option for that.

Why? Blender uses .xxx by default, so you should be removing .xxx, not something that needs to be set up manually.

The point is not removing the default duplicate name prefix, the point is to let you name things the same thing in a nice way. "Cube and Cube.001" is not nice. "Cube#32" and Cube#100" is.
« Last Edit: August 31, 2016, 03:35:04 AM by portify »

The exporter now uses the "name" custom property if present and otherwise ignores # and anything after it in object names. The importer will try to name things "X, X#2, X#3, ..." if it finds duplicate names. This means you can have the same object in multiple LODs.

If anyone needs help or is interested. I've made a discord group for 3D modeling.

If you're having trouble with exporting or just blender in general (or even just curious) then id recommend joining.

Even if you don't need help, join anyways. we could use the extra help and also ur missing out on super cool stuff

https://discord.gg/SFryJCJ
https://discord.gg/SFryJCJ
« Last Edit: November 05, 2016, 10:46:42 PM by Trogtor »

I'd appreciate it if anybody could write or help me write some documentation and tutorials for this plugin as it's basically at a stableish point now. If you have any questions about how things work, how to do certain things or what you might want to watch out for when using this plugin so you can put it in a tutorial, please do ask.
« Last Edit: September 02, 2016, 08:53:20 AM by portify »

I have started writing a FAQ. It is available here: https://github.com/portify/io_scene_dts/blob/master/FAQ.md
Feel free to suggest questions to add (or if possible, write the Q&A yourself and make a pull request or send me it so I can add it).

The point is not removing the default duplicate name prefix, the point is to let you name things the same thing in a nice way. "Cube and Cube.001" is not nice. "Cube#32" and Cube#100" is.

Right. The way multiple objects with the same name work in blender, is .001

I wrote an external tool for taking a collection of DSQ files and combining them into a single file, which lets you get around the TSShapeConstructor size problem. It's especially relevant for this exporter because of how having multiple animations in one timeline is impractical, which means you usually only export one animation to each of your DSQ files.

https://github.com/portify/dsq_combiner

Not the most user friendly thing, but 1) put all your DSQ files in a subfolder 2) list them near the top of main.py 3) update NodeOrder.txt if necessary 4) run main.py with Python 3

1) does anybody here have a proper tutorial on how to animate (non dsq, weapon animations only) to accomodate multiple objects/bones rotating and translating without stuff breaking

2) is there another link to the discord?

1) does anybody here have a proper tutorial on how to animate (non dsq, weapon animations only) to accomodate multiple objects/bones rotating and translating without stuff breaking
I know RallyBlock should know how, he did it before with his lawnmower vehicle which was made with this, and it has animated steering wheel and blade

the new "3d modeling discord" is actually the blockland content creators discord, which TBP posted a link to a while back somewhere in modification help. you can contact him or next time I get on discord I can post a perma link here.

edit: nvm, figured it out
« Last Edit: October 16, 2016, 07:10:28 AM by Klocko¹ »

I thought it was gonna be a smooth ride from when I fixed the broken animations by selecting to import node order, but now I've run into another problem.
After re-exporting m.dts, shadows of certain parts of the player cease to exist.



If anyone finds a solution to this, please let me know.