The current workflow for exporting meshes looked a little tedious, so I took an afternoon and wrote a script that exports a Blender mesh directly to a .dat file.
The current workflow for exporting meshes looked a little tedious, so I took an afternoon and wrote a script that exports a Blender mesh directly to a .dat file. https://gist.github.com/blm768/6059892
Once it's installed, just select the mesh object you want to export and use File -> Export -> Oolite (.dat). Note that if the model has a UV map, every face must have a texture assigned, or the script will complain loudly. The script might also be somewhat buggy, but I haven't run into any major unfixed bugs yet.
Traceback (most recent call last):
File "/home/andrewb/.blender/2.62/scripts/addons/oolite-dat.py", line 142, in execute
write(self.filepath)
File "/home/andrewb/.blender/2.62/scripts/addons/oolite-dat.py", line 60, in write
if len(mesh.tessface_uv_textures) > 0:
AttributeError: 'Mesh' object has no attribute 'tessface_uv_textures'
location:<unknown location>:-1
Traceback (most recent call last):
File "/home/andrewb/.blender/2.62/scripts/addons/oolite-dat.py", line 142, in execute
write(self.filepath)
File "/home/andrewb/.blender/2.62/scripts/addons/oolite-dat.py", line 60, in write
if len(mesh.tessface_uv_textures) > 0:
AttributeError: 'Mesh' object has no attribute 'tessface_uv_textures'
location:<unknown location>:-1
Actually, no...
I'm guessing that that error is caused by an API change that happened sometime after Blender 2.62. This script is based on an exporter that I wrote a while back, but I probably updated it without bumping the version requirement. If I recall correctly, 2.63 was when many of the API changes were made, so I'll bump the version requirement to that.
And yes, my script really would like to live in that repository; it's starting to feel lonely. I probably should put in a pull request or something.
Has anyone tried the newest version of Blender, which is 2.65? I could not get it to set up the way I had 2.63. I guess the modeling was about the same, though some very familiar controls were slightly changed. It was when I went to unwrap, and texture when I hit a wall. I mean that nearly literally. In 2.63, and previous versions, I was able to unwrap the model and then manipulate the vertices on the UV Image Editor map, so certain colors didn't bleed over into other parts of the model. 2.65 would not allow this. In fact, I couldn't get it to do anything other than unwrap, and paint. I've removed 2.65, and reinstalled 2.63. What a relief. I feel like I've returned home. I'm interested in other opinions on 2.65. Maybe someone can set me straight with it.
Hmm, I like the way it's set up in 2.63. Guess I'm kind of a retro-grouch. I'll have to think about the newer versions some more. Thanks for the info, Staer9.
Hmm, I like the way it's set up in 2.63. Guess I'm kind of a retro-grouch. I'll have to think about the newer versions some more. Thanks for the info, Staer9.
If you've got used to something it makes far more sense to stick with it,
in terms of usefulness in shipmaking the newer builds offer no real improvements, most of the work tends to be done in the animation and rendering end (which never gets used while making ships)
I use blender for a bunch of things though so I tend to stick to the newest stable build
Did you make that avatar you use? That is cool. I've thought about reading some tutorials on how to make animations with Blender. Maybe I'll give it a shot sometime.
although rumor has it that a new version is in development with a completely different UI, that'll probably be a while though
so after 13 pages i find the the reason i cant set it up like the first page is.... its different... just downloaded 2.70.
nothing in the first post about setting up the UI works...just as well they have the older versions still available...off to download 2.63.
Arthur: OK. Leave this to me. I'm British. I know how to queue.
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
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