sanctuary 19 Posted April 15, 2010 (edited) original post removed considering there's now available thanks to the scripting work of Vektorboson a proper OFP P3D importer and exporter for Blender 2.49b and 2.67b and probably further versions Available and fully working , coming directly from Vektorboson astounding forge of wonders . UPDATE : Blender 2.67b Importer and Exporter for OFP P3D format You can download his addon here for the latest version of Blender : https://bitbucket.org/vektorboson/blender_ofp/downloads http://www.mediafire.com/?baudk4do6z1sook And i updated the simple tutorial for the addon with 2.66a images and procedures : http://www.mediafire.com/?it9b2h3cq75a26p Blender 2.49b Importer and Exporter for OFP P3D format You can get the Blender 2.49b scripts from Vektorboson website : https://bitbucket.org/vektorboson/blender_ofp/downloads Get the tutorial with it that explain steps by steps how to use and the descriptions of the features. If you have never used Blender, it's the occasion for you to download this more than awesome complete modelling/animating open source package with more features than you would dream, there are thousands of very well done tutorial (like this great one) to get you on level with the application. Don't be afraid by the interface, it is much easier to learn and use than you think. We could use this thread to help&hint about Blender if someone has questions. Those Importer and Exporter scripts are only for use with Blender 2.49b http://www.blender.org/development/release-logs/blender-249/ Available for download here : http://download.blender.org/release/Blender2.49b/ Note : the latest version of Blender , less feature complete than 2.49b for now, is Blender 2.57b that you can get to learn the new interface too (but can't use Vektorboson import/export there) for when the new Blender version will become as feature complete as 2.49b. You can have on your computer both version of Blender installed without a problem, they don't conflict. Edited July 10, 2013 by Sanctuary 2 1 Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 15, 2010 Wow ! Nice tut. Sanctuary The Poly Reduction option is the 1 thing that really interests me here. I guess I'm going to ask a silly question, know of any reason why this might not work for O2 for ArmA and ArmAII ? Share this post Link to post Share on other sites
sanctuary 19 Posted April 15, 2010 (edited) Actually, it should work even better as ArmA O2 can import .OBJ files cutting the need to work with Lithunwrap/P2MS/anim8or in the middle of the process of re-importing your Blender reworked model into O2. (be sure to have your model with 1 UV mapped texture = 1 material so you don't lose the UV mapping). And one of the original release of O2 had the 3DS export if i remember well, so if you use this O2 instead of their latest release, you can then remove the whole Lithunwrap/P2MS/anim8or as you can then export in 3DS from O2 and import it directly in Blender. Hopefully, when the blender P3D import/export will be released all of this will be even easier. The poly reduction script is completely awesome. Edited April 15, 2010 by Sanctuary Share this post Link to post Share on other sites
TRexian 0 Posted April 15, 2010 Indeed, as a longtime Blenderhead, this is AWESOME. I've been playing with my own Blender -> O2 tutorial myself (keep procrastinating on it) and I'm happy to read your process. I do export to OBJ, which then often requires reversing normals in O2, but the UV mapping is preserved. Do you have some tips on exporting to OBJ? Also, at the risk of REALLY pushing this, can you do a pdf of the tut with the pics integrated? :) Fantastic stuff! Share this post Link to post Share on other sites
sanctuary 19 Posted April 15, 2010 The Blender OBJ export is always reversing the normals for me, seems it can't be helped as i found it the nicest way to get the whole UV maps kept intact when leaving Blender. I always have to reverse the faces in O2, fortunately it seems to keep the smooth/sharp edges that was originally made in O2 too. The settings i use for the export are in one of the tutorial screenshots. The PDF is a good idea, didn't thought about that. I did one with Open Office, i'm not very good at making PDF, but hopefully it is easier to read with the pictures included instead of linked (due to forum image limits). You can get the PDF there : http://www.mediafire.com/?zmzymqmy3uq Share this post Link to post Share on other sites
sanctuary 19 Posted May 2, 2011 (edited) Vektorboson has released his Blender 2.49b Importer and Exporter for OFP P3D format http://forums.bistudio.com/showpost.php?p=1608983&postcount=1 Meaning than the annoying method originally described in the 1st post and later up to this one (with multiple file format conversions) is now thankfully obsolete, you can now import/export OFP P3D from Blender directly with UV, named selections and lods easily as explained in the tutorial you can obtain with the release. I have used his alpha and beta scripts for a while, the recent M202A1 and some of the WW4 weapons are made with Blender and have been exported with his script. 1st post have been remade with the download links and informations. So go and read the 1st post of this thread. I hope it will get some of you to use Blender, it's a very impressive modelling/animation and more open source package that is very close to professional (and much expensive) professional applications. The Blender Fundation with the years have made some CG open movies to showcase the capabilities of their Blender, that you can watch here : Elephant's dream Big Buck Bunny Sintel We could use this thread to discuss hints&tricks for Blender in case some people are using it and are interested. Edited May 2, 2011 by Sanctuary Share this post Link to post Share on other sites
f00bar 10 Posted May 3, 2011 Hi Sanctuary, I am amazed by the amount of work that both you & Vektorboson have put into making these blender resources available. The PDF looks great & is a lot easier to follow than forum posts. As both a 3D modelling software & addon making novice I wanted to ask you some questions about O2 & Blender: * Is it better to invest my time to learn a lot about O2 & then move to Blender? * Should Blender be used to do the majority of the modelling with O2 used for the OFP specific tasks that Blender cannot accomplish? I am finding that the learning curve for O2 is steep, mainly due to translation issues & the lack of context sensitive help which requires constantly referring to notes & other documentation. Blender also seems like it will take a considerable amount of time to learn the basics. In your experience, what would be the best starting point & what would be the most efficient use of my time? Share this post Link to post Share on other sites
sanctuary 19 Posted May 3, 2011 (edited) In my opinion, if your goal is to make models for OFP, it is important to learn the O2 basics first so you're not going to be lost when you'll need to work on finalizing your P3D (memory lods, hit point lods etc...) and quick fix whatever selection/vertices/faces you may notice during the process. Then you can move to learn Blender that is much superior to O2 light due to the extreme amount of modelling tools that simply are not available in O2 light (either they're removed from the "light" version of O2, or just never were a part of the program). You should be able to model things not only more easily but even quicker. Blender additionally provide very good UV mapping tool for your texture, much better than O2 "gizmo mapping" in my opinion. And finally about the help, the Blender community is very large and lively as it's a very successfull piece of open source package, it's not an obscure program none use. There are literally thousand of tutorial and video to follow to learn every bits of tricks and techniques you would imagine, and many community website dedicaced to Blender. Blenderartists by example feature a support section in which you will always find someone helping you on your modelling/texturing/animation/sequencing/scripts/etc... problems. It makes learning Blender much easier than learning O2 light (that has only a couple of tutorial for beginners) Additionally if later you're interested by more than OFP or more than just modelling Blender has lots of other functions to cover nearly anything you can do in 3D creation similarly to packages like 3DS Max or Maya By example here's a little video i made for fun in Blender using a model i sculpted in Sculptris then retopologized/UV mapped/normal baked in Blender and for which i loaded a motion capture animation : http://vimeo.com/20670061 And i must say i'm far from a Blender expert, people mastering Blender are able to do real wonders with this program (as shown in the short CG movies from the Blender Fundation). Here's by example a nice short Blender showcase from a very experienced Blender user that got everything from this video modelled/textured/animated/rendered inside of blender : http://www.vimeo.com/15598596 Edited May 3, 2011 by Sanctuary Share this post Link to post Share on other sites
Macser_old 0 Posted May 3, 2011 * Should Blender be used to do the majority of the modellingwith O2 used for the OFP specific tasks that Blender cannot accomplish? If Sanc doesn't mind I'll butt in on that point. :) Creating a model from scratch is possible in blender. You can build it,unwrap and map it.You can also create Res/View lods without completely destroying mapping.You can put in your point based lods and even do good skin weighting. You need O2 to apply mass,re-path textures to accomodate Pac/Paa,and rename lods.And of course named properties. But creatively speaking,Vektor's scripts allow you to stay in the Blender environment until you're ready to finalize for OFP. Share this post Link to post Share on other sites
f00bar 10 Posted May 3, 2011 @Sanctuary: your ogre animation was impressive & your animations look very natural. The dancer/martial artist movie was very fluid & hypnotic ;) I'm slowly making my way through brsserb's O2 tutorials which are a huge help in navigating the program. I've read through them several times but I keep needing to go back to them for reference. Speaking of brsserb's tutorials, I found a blender video tutorial which is very similar to his "Lesson 3 - Making your first weapon". The person who made the blender tutorial is able to produce a rifle model in less than 30 minutes from a 2D template image: Blender beginner tutorial. How to make a barrett .50 cal Part 2: Part 3: @Macser: thanks for the info! Share this post Link to post Share on other sites
sanctuary 19 Posted May 3, 2011 @Sanctuary:your ogre animation was impressive & your animations look very natural. It's not my animation, it's a freely available mocap animation made by the Carnegie Mellon University. If i was able to do animation that smooth i would really be happy :D Nice tutorials by the way, should be very usefull for learning blender. Share this post Link to post Share on other sites
f00bar 10 Posted May 4, 2011 I did some playing around with Blender this evening & I found the following useful links for starting a model based on a photo or other 2D image(s): Blender 3D: Noob to Pro/Modeling a Fox from Guide Images http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Creating_Models_With_Photo_Assistance Blender 3D: Noob to Pro/2D Image (logo) to a 3D Model http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/2D_Image_%28logo%29_to_a_3D_Model These helped fill in some details that were not apparent in the Barret .50 cal video tutorials. Share this post Link to post Share on other sites
sanctuary 19 Posted May 4, 2011 There is an electronic magazine for Blender being regularly published since 2005, it's free and can be downloaded by anyone, PDF format and often have some .blend file following the articles in the magazines with it. http://blenderart.org/ Lots of interesting reading you can learn from on many Blender related subjects. Share this post Link to post Share on other sites
sanctuary 19 Posted June 5, 2011 Here's a collection of hints and tricks for Blender 2.49b from Macser and me that i put in PDF format for whoever this can help with attempts to detail the explanations for even beginner understanding and illustrating each of them with pictures. Most of those usefull things to know are applicable in Blender 2.57b too, assuming you know where to find the buttons and functions that have moved elsewhere in the new interface. http://www.mediafire.com/?lqdv83d3gaf9b7m http://www.megaupload.com/?d=7V8H9700 http://www.sendspace.com/file/c1yjbw Share this post Link to post Share on other sites
sanctuary 19 Posted April 5, 2013 (edited) Vektorboson kindly reworked his script to create a P3D import/export addon for the latest version of Blender (currently Blender 2.66a) You can download his Blender addon here : http://www.mediafire.com/?baudk4do6z1sook And i updated the simple tutorial for the addon with 2.66a images and procedures : http://www.mediafire.com/?it9b2h3cq75a26p Support materials/textures, named selections and weights (through Blender vertex groups), and lods (through Blender layers) Edges you mark as Sharp in Blender will be exported in P3D and will still have those edges marked as sharp, there's no need to apply an Edge Split modifier. Edited April 5, 2013 by Sanctuary Share this post Link to post Share on other sites
stgn 39 Posted April 7, 2013 Great, thanks, Sanctuary and Vektorboson! STGN Share this post Link to post Share on other sites
mach2infinity 12 Posted April 7, 2013 (edited) I have a project I want to get on with for ArmA 2 and I want to use Blender as I find it far superior to O2. I can't wait to use these export/import files. Thank you very much Sanctuary. You're a star mate. :) Update - I put the files in the correct location as per your instructions in the PDF tutorial but I received this error when I attempted to import "BISoldier.p3d": Second update - I used the model you provided with the tutorial and it worked. The other one I tried was for ArmA 2, should there be a major difference? Seeing as they're both in .p3d format. Thanks again! Edited April 7, 2013 by Mach2Infinity Share this post Link to post Share on other sites
vektorboson 8 Posted April 7, 2013 well, you can fix this error message by looking for the following line in ofp/mlod.py(616): def readP3DM(self, file): and replacing it with: def read_P3DM(self, file): Though I don't know whether it will work as I have not tested it with Arma2 P3Ds. At least the code is there :) Share this post Link to post Share on other sites
mach2infinity 12 Posted April 8, 2013 Thank you. I shall give it a go and thanks for making those files. :) Share this post Link to post Share on other sites
Crate 1 Posted April 13, 2013 Using Arma Sample Models http://dl1.armed-assault.de/tools/ArmA_Sample_Models.7z I used The P3D import script and imported A-10 and AGM-65 both had exact same error as Mach2Infinity. I tried replacing the code with "def read_P3DM(self, file):" and no luck using blender 2.66.4 Share this post Link to post Share on other sites
Fickle 10 Posted April 18, 2013 Hi, this seems like a great addon, but there is no P3D option in my File->Import/Export menus. I have placed the files (io_export_ofp_p3d.py, io_import_ofp_p3d.py and the folder ofp containing __init__.py, mlod.py and resolutions.py) in Blender Foundation\Blender\2.66\scripts\addons. I did notice that my __init__.py folder is empty, is that a problem? Any ideas? Share this post Link to post Share on other sites
sanctuary 19 Posted April 18, 2013 In Blender click on File then on User Preferences In the Addon panel , select Import/Export Then scroll down until you see the entries, and enable them Note : if you want the addon to stay enabled everytime you launch Blender, after enabling the addon, on the bottom of the User Preferences window click on "Save User Settings" Share this post Link to post Share on other sites
Fickle 10 Posted April 18, 2013 (edited) Thanks very much Sanctuary it shows up now. :) EDIT: I've found after opening the p3d that my model ends up facing the wrong way. I've tried moving it around in blender first, but it still faces the wrong way. It is fairly easy to correct in oxygen, but I wondered if you knew why it was happening and if I can stop it? Edited April 18, 2013 by Fickle Share this post Link to post Share on other sites
vektorboson 8 Posted April 18, 2013 Thanks very much Sanctuary it shows up now. :)EDIT: I've found after opening the p3d that my model ends up facing the wrong way. I've tried moving it around in blender first, but it still faces the wrong way. It is fairly easy to correct in oxygen, but I wondered if you knew why it was happening and if I can stop it? Are you sure it faces the wrong way? When you import a P3D and export it again, it should have the same orientation as it had before. ---------- Post added at 23:04 ---------- Previous post was at 22:33 ---------- I have a project I want to get on with for ArmA 2 and I want to use Blender as I find it far superior to O2. I can't wait to use these export/import files. Thank you very much Sanctuary. You're a star mate. :)Update - I put the files in the correct location as per your instructions in the PDF tutorial but I received this error when I attempted to import "BISoldier.p3d": http://i.imgur.com/nh7tEDG.jpg Second update - I used the model you provided with the tutorial and it worked. The other one I tried was for ArmA 2, should there be a major difference? Seeing as they're both in .p3d format. Thanks again! Yeah, the P3D MLOD-format for OFP and Arma is a little bit different. I have not tested the MLOD-reader code with the latest P3Ds, so it would be nice to hear what error message appears (after applying the read_P3DM-patch). Share this post Link to post Share on other sites
Fickle 10 Posted April 19, 2013 (edited) Are you sure it faces the wrong way? When you import a P3D and export it again, it should have the same orientation as it had before.---------- Post added at 23:04 ---------- Previous post was at 22:33 ---------- Ah, what I did differently was I started off with something I made in blender and then exported as P3D. I didn't initially import a P3D into blender. Although having got an upside down model into oxygen I decided to try importing the P3D back into blender that was originally a .blend file.. I hope you understand.. Anyway, I got this error message and nothing was imported: EDIT: P.S. I have applied the read_P3DM patch. P.P.S I tried importing a BIS sample model to blender and that isn't working either. Edited April 19, 2013 by Fickle Share this post Link to post Share on other sites