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Agalpaf

Importing models from other 3d software

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Hi,

So basically what I'm wondering is if I can import files from say, my solidworks 2013/2012/2010 into o2 to finish modelling.

I'm no newbie to 3d, (http://i.imgur.com/U0eTdLU.jpg ; http://i.imgur.com/G4MTJYs.jpg ; http://i.imgur.com/399eKPJ.jpg ; http://i.imgur.com/KDQpx5I.jpg ; http://i.imgur.com/pniLV7h.jpg are renderings of ARs I've modelled), but o2 seems way less friendly than the software I'm used to.

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It will always depend on whether you can export some format that O2 understands. I don't know Solidworks, if it can export into 3DS you can probably import it into O2 for processing. Another option is if the program supports custom exporter scripts.

Personally, I am using Blender for modelling, since O2 isn't my kind of program either. I have written my own plugin for that in the meantime that exports BITXT format and then processes it with O2Script (the scripting-engine of Oxygen) since that will get the normals right. BITXT is a very simple format and easy to export, so if you can script your 3D package, you should be able to whip something up.

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It will always depend on whether you can export some format that O2 understands. I don't know Solidworks, if it can export into 3DS you can probably import it into O2 for processing. Another option is if the program supports custom exporter scripts.

Personally, I am using Blender for modelling, since O2 isn't my kind of program either. I have written my own plugin for that in the meantime that exports BITXT format and then processes it with O2Script (the scripting-engine of Oxygen) since that will get the normals right. BITXT is a very simple format and easy to export, so if you can script your 3D package, you should be able to whip something up.

Have you got any more info about bitxt format Al? I tried googling it, but the top hit was this thread and the only other hits are all in Russian. I'm just starting out modelling in Blender and the textures are always assigned backwards when I export to O2. (Normally UV map in Blender and then export via .obj to O2.

I can work around by flipping the UVs, but would rather not have to.

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Have you got any more info about bitxt format Al? I tried googling it, but the top hit was this thread and the only other hits are all in Russian. I'm just starting out modelling in Blender and the textures are always assigned backwards when I export to O2. (Normally UV map in Blender and then export via .obj to O2.

I can work around by flipping the UVs, but would rather not have to.

No, I mostly worked by trial and error. If you want I can send you the exporter I use, I was about to release it anyway. It is functional enough so that I can work most weapon models completely in Blender without actually going through O2; the only stuff I do in O2 these days is the sorting of faces for getting the collimator sights working, but everything else, I do in Blender.

I used to use Leopotarm's script, which is very good. I tried to modify a few things, but I could never get the normals to export correctly (doing that in Blender requires insane amounts of memory) so I wrote my own toolset for it that exports to BITXT and then converts that using O2Script.exe; my script can also set material/texture names and named properties.

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That's very kind of you but don't go to any trouble on my account. I can muddle on as I am and I'll be very happy to check it out on release :)

Your scripts sound very exciting - I did try Leopotams Blender scripts, but they wouldn't work on the copy of Blender I have and by then I was fed up of messing about with it.

I know what you mean about O2 - I'm really unconfident in using it and tend to do as much as I can in Blender. All I really use it for is assigning sections/memory points/textures etc. I don't even do the model.cfg in O2 as it keeps crashing on me! Maybe one day I'll give O2 a real go, but the workflow for modelling and uv mapping seems much faster on other modelling software.

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You can fix the backwards UV by choosing one of the invert options in the import window. (Usually invert x for me). It's much faster than flipping in the uv editor.

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Hi,

So basically what I'm wondering is if I can import files from say, my solidworks 2013/2012/2010 into o2 to finish modelling.

I'm no newbie to 3d, (http://i.imgur.com/U0eTdLU.jpg ; http://i.imgur.com/G4MTJYs.jpg ; http://i.imgur.com/399eKPJ.jpg ; http://i.imgur.com/KDQpx5I.jpg ; http://i.imgur.com/pniLV7h.jpg are renderings of ARs I've modelled), but o2 seems way less friendly than the software I'm used to.

Just a note: Solidworks, as well as similar products that are nurbs based (adsk inventor and rhino comes to my mind), are not really the best tools out there for game modelling. They are great tools for mechanical and production, but for modelling, well, not that much. (i am accustomed with autocad, rhino and inventor, as part of my daily workflow together with max and mubox).

There are certain converters between nurbs and polygons, neither all that great.

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