Galaxies Mesh Suite for Blender

Sep 13, 2013
188
2
18
#61
fortross said:
duffstone said:
fortross said:
BLTS sects are related to blend shapes (adoptation of mesh for different body shapes) so loose it will be bad especially for wearables. My tool can export it correctly, but I don't have import option at this moment...
export it from what?  import into what?   all my results are coming from blender...
from MGN to FBX. Then it can be imported to Blender (or any other 3D software)...

BTW i just check code of mesh suite - there are no export of blend shapes from blender to
so you can import existing mgn files into fbx format, and then into blender.  but you cannot export out of blender (or other programs) into mgn format?
 

Timbab

Administrator
Staff member
Administrator
Moderator
Oct 6, 2010
1,044
38
48
28
Magna Germania
#63
There is no complete way to get new skeletal mesh properly into the game with blend modes and the like at the moment. Especially not with this (Galaxies Mesh Suite).
 
Sep 13, 2013
188
2
18
#64
I ran into similar issues when I was modding for Farming Simulator 2013-15.  I do 100% of my modeling with Lightwave3D.  I really don't do much on the rendering side anymore, but when I do, I use blender to do all my texturing, UV mapping, and baking.   I have used Lighwave3D for that in the past, but I don't have much use for it since I'm not rendering out 30-60 second animated clips anymore.

Anyway,  FarmSim has it's own proprietary object system for it's game engine, and while they ENCOURAGE modding, to the point of releasing tools to help, I still don't understand all the nuts and bolts of the mesh/vertex/bones/etc... stuff...   I just learned how to import and export their objects using blender.  from there I can get to a format that lightwave3d recognizes.  from there I can create anything I want, and push it back into the game.  

None of my 3d Modeling including doing morph targets, bones, or any other types of object maluablility... just a strait up model,  probably really close to adding and subtracting msh files from SWG.   and I believe I can do that easy enough even though I've not tried it yet.

(edit: forgot to make my point)
even though I knew how to use the tools to do awesome stuff, I didn't know how they worked.  I can code pretty well, but that doesn't help if I don't know exactly what each piece of the object file do, and why.
 

fortross

New Member
Aug 3, 2012
15
0
0
#65
duffstone said:
fortross said:
duffstone said:
fortross said:
BLTS sects are related to blend shapes (adoptation of mesh for different body shapes) so loose it will be bad especially for wearables. My tool can export it correctly, but I don't have import option at this moment...
export it from what?  import into what?   all my results are coming from blender...
from MGN to FBX. Then it can be imported to Blender (or any other 3D software)...

BTW i just check code of mesh suite - there are no export of blend shapes from blender to
so you can import existing mgn files into fbx format, and then into blender.  but you cannot export out of blender (or other programs) into mgn format?
true for both points... one of the future requests is to make import works... you can check it here
 

RevTek

New Member
Jan 16, 2016
1
0
0
#66
I updated my hard drive and now I can't import .msh files. I installed Blender 2.73, 2.6, 2.58 and 2.54 and followed the instructions as before and only .mgn comes up as a file type in the importer. Anyone willing to point me in the right direction here? Been wanting to get back into modding for awhile now.
 
Jan 30, 2016
1
0
0
#67
I am having a bit of an issue, I can't seem to import the trandoshan head models into blender, I have no problems importing other parts of their bodies, am I missing some files, I exported the shader and texture files, the mgn for the head won't load in Blender though