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Old 01-07-2020, 01:20 AM   #16
Blake
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Github repository updated so that the github download zip file can be installed directly from Blender. No unzipping, copying.
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Old 01-14-2020, 05:20 PM   #17
Jordan
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I cannot import any mesh.

Quote:
Import Orbiter Mesh started.
Traceback (most recent call last):
File "D:\Download\GFX\3D\BlenderStuff\blender-2.81a-windows64\2.81\scripts\addons\io_orbiter_tools\__i nit__.py", line 175, in execute
import_tools.import_mesh(config, path)
File "D:\Download\GFX\3D\BlenderStuff\blender-2.81a-windows64\2.81\scripts\addons\io_orbiter_tools\imp ort_tools.py", line 376, in import_mesh
orbiter_path = os.path.join(*up[0:up.index('orbiter') + 1])
ValueError: 'orbiter' is not in list

location: <unknown location>:-1
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Old 01-14-2020, 08:36 PM   #18
Blake
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Quote:
Originally Posted by Jordan View Post
 I cannot import any mesh.
The import assumes you are importing from the 'meshes' folder (or sub folder) of a standard Orbiter installation. It does this so that it can hunt down any referenced texture files.

So you are likely not importing from the meshes folder, or you have renamed your Orbiter folder to something else.

An option I have considered is to have you specify an Orbiter folder when you import, but it seemed that most of the time you would be importing a mesh from an existing Orbiter install.
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Old 01-14-2020, 09:15 PM   #19
Jordan
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Quote:
Originally Posted by Blake View Post
 So you are likely not importing from the meshes folder, or you have renamed your Orbiter folder to something else.

That was it. I have several orbiter installations and one of them is called Orbitertest. There are the meshes to work on.
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Old 01-17-2020, 03:22 AM   #20
Blake
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2.0.3 -- Split normals support.

In short, what you see in Blender will be closer to what you see in Orbiter, with regard to modeling. Split normals are also independently editable. This has been asked for by 'low-poly' game designers (us) for some time, as it allows the use of some techniques that give better shading results without added a lot of new geometry.

- Blender's object 'shade smooth', and 'shade flat' options will carry to the Orbiter mesh file.
- Blender's Auto Smooth option is now supported. [Properties, Object Data, Normals, Auto Smooth] This is similar to 'split edge' modifier, but is cleaner and easier to work with.
- Blender's Alt-N (Normals) edit menu can be used to edit the normal independent of the vertex normals. This opens up some possibilities for low-poly modeling.

The split edge modifier should still work, but the preferred method appears to be Auto Smooth.
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Old 01-17-2020, 09:48 AM   #21
llarian
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When you uv unwrap your mesh, does it convert to Obiter uv coordinates or does it keep the Blender ones?
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Old 01-17-2020, 01:35 PM   #22
Blake
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Quote:
Originally Posted by llarian View Post
 When you uv unwrap your mesh, does it convert to Obiter uv coordinates or does it keep the Blender ones?
It flips the 'v' coordinate:

u = u
v = 1 - v

This should flip it to what Orbiter expects.
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Old 01-17-2020, 08:31 PM   #23
llarian
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Sorry about that. I should have Googled first. I forgot about the rotate and flip. An older thread enlightened me.
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Old 01-20-2020, 02:31 AM   #24
Blake
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I have updated the tutorial document included with this plugin. (the github link in the OP) The tutorial PDF is also attached here.

It is a bit verbose, but if you are interested in building a simple Orbiter vessel using Blender 2.81 you may find it useful.

[ATTACH]Tutorial[/ATTACH]
Attached Thumbnails
Orbiter Tools Tutorial.pdf  
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