cmfrosty Posted April 7, 2021 Share Posted April 7, 2021 Hi, Thanks for the plugin. It has helped my project along immensely. I have hit a wall an am wondering if it is me or the plugin. I am assuming me. The problem I have created an aircraft - the animations work and export (tested in model viewer) The problem is only one of the textures exports - the fuselage texture. I have selected glass for the windows, the propeller blades and nacelles have their own texture and the propellers at speed have their own. In the shading menu all the textures are attached to the right meshes. Given that I am new to blender (it has been a very steep learning curve) I am assuming I have not connected or connected something wrong. I've attached picture so you can see what I mean. Cameron Link to comment Share on other sites More sharing options...
cmfrosty Posted April 7, 2021 Share Posted April 7, 2021 Hi All, Solved my problem. I feel like I'm dumpster diving. Not that I would know what that is like!!!! I found the solution in one of Fireblazes video (Near the end titled exporting and getting ready for blender 2.8) It turns out in the EDM section under the Diffuse color map section. I had the filename's all the same. Thank you if you started thinking about it. For those who don't know. Hopefully you will be saved a few hours Link to comment Share on other sites More sharing options...
jib Posted April 26, 2021 Share Posted April 26, 2021 (edited) We I try to add a simple cube "ShellNode"/Collision Mesh I get this error: Armature Bottom Cube Top Python: Traceback (most recent call last): File "C:\Users\*\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_BlenderEdmExporter\__init__.py", line 51, in execute edmmodel=createEDMModel() File "C:\Users\*\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_BlenderEdmExporter\edmexporter.py", line 1547, in createEDMModel r=ShellNode(c) File "C:\Users\*\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_BlenderEdmExporter\edmexporter.py", line 1167, in __init__ verts,tris=createMesh(mesh,True,False) File "C:\Users\*\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_BlenderEdmExporter\edmexporter.py", line 962, in createMesh tri=addTriSimple([loop[0],loop[1],loop[2]],False) TypeError: addTriSimple() takes 1 positional argument but 2 were given location: <unknown location>:-1 Seems to be another problem with my triangles, I have no idea what I am doing wrong Edit: ahh I hadn't "triangulated" the cube vertices, In edit mode press ctrl+t , if anyone has the same issue. Edit 2: ARRHH thought I had fixed it but it was just compliaing about UV Maps Armature Bottom Cube Python: Traceback (most recent call last): File "C:\Users\*\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_BlenderEdmExporter\__init__.py", line 50, in execute prepareObjects() File "C:\Users\*\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_BlenderEdmExporter\edmexporter.py", line 1773, in prepareObjects uv=mathutils.Vector([uv_layer[loop_index].uv[0],1.0-uv_layer[loop_index].uv[1]]) #uv IndexError: bpy_prop_collection[index]: index 0 out of range, size 0 location: <unknown location>:-1 Now it is back to complianig about tri again File "C:\Users\*\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_BlenderEdmExporter\edmexporter.py", line 962, in createMesh tri=addTriSimple([loop[0],loop[1],loop[2]],False) TypeError: addTriSimple() takes 1 positional argument but 2 were given This is impossible!!!! Edit3: This looks like it is a know bug https://github.com/tobi-be/BlenderEdmExporter/issues/18 I will update, why didn't I check the GitHub bugs list hours ago! Edited April 26, 2021 by jib Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated! Processor: Intel Q6600 @ 3.00GHz GPU: GeForce MSI RTX 2060 6GB RAM: Crucial 8GB DDR2 HDD: 1TBGB Crucial SSD OS: Windows 10, 64-bit Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey Link to comment Share on other sites More sharing options...
tobi Posted April 27, 2021 Author Share Posted April 27, 2021 Yes there was a bug! Link to comment Share on other sites More sharing options...
jib Posted April 27, 2021 Share Posted April 27, 2021 2 hours ago, tobi said: Yes there was a bug! No worries, these things happen , glad you got it fixed. I got the export working in the end with version 1.0.6. Well my model is still mostly stuck in the ground (I was hoping the Collison mesh would fix that!) maybe I just have to move some coordinates around somewhere??? Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated! Processor: Intel Q6600 @ 3.00GHz GPU: GeForce MSI RTX 2060 6GB RAM: Crucial 8GB DDR2 HDD: 1TBGB Crucial SSD OS: Windows 10, 64-bit Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey Link to comment Share on other sites More sharing options...
tobi Posted April 27, 2021 Author Share Posted April 27, 2021 You also have to place collision lines (segment nodes) and name them properly. I don't know exactly how but I am shure somewhere in this forum are some explanations for that Link to comment Share on other sites More sharing options...
lee1hy Posted April 29, 2021 Share Posted April 29, 2021 Export without error But I don't see anything in the model viewer creator of ED's official F-16C liveries (WP,OS, 132nd, 152nd, 174th) AH-64D livery contest winner kim_123456#3214 My user files https://shorturl.at/cdKV5 Link to comment Share on other sites More sharing options...
tobi Posted April 30, 2021 Author Share Posted April 30, 2021 Export without error But I don't see anything in the model viewerDid you set up the render settings of the objects? Link to comment Share on other sites More sharing options...
Slick_441 Posted May 16, 2021 Share Posted May 16, 2021 (edited) New Blender user with next to zero experience here. Imported this .dae file from Sketchup to Blender and trying to export as EDM with the following error. Object is far from being finished, but this is a test run to see if it's possible to get into DCS. **UPDATE**: Just had to add an armature.. whatever that is lol S. Edited May 16, 2021 by Slick_441 Link to comment Share on other sites More sharing options...
HungryCoyote Posted May 17, 2021 Share Posted May 17, 2021 (edited) Nice. Did you get the armature attached and get it exported into the game? If not, have a look at this. It was very helpful to me. https://www.digitalcombatsimulator.com/en/files/3308885/ Edited May 17, 2021 by HungryCoyote Link to comment Share on other sites More sharing options...
whisky.actual Posted June 4, 2021 Share Posted June 4, 2021 Hi guys, Thanks for this plugin! We are trying to export our cockpit, but the mirrors are not reflecting correctly. We have the .lua the material as mirror and our texture, but no joy. Have a idea or a special procedure? Much appreciated, Whisky Link to comment Share on other sites More sharing options...
Neoshot Posted July 28, 2021 Share Posted July 28, 2021 (edited) This is a request for Features that we need in this tool 1. Mesh visibilty for different arguments (currently 1 mesh can only be visibility controlled in 1 argument) 2. Control over lights brightness 0% to 100% 3. same thing with omni lights 4. Ability to name segment and lines in a separate manner (cannot name the collision and segment same in blender) Edited July 28, 2021 by Neoshot Link to comment Share on other sites More sharing options...
tobi Posted August 3, 2021 Author Share Posted August 3, 2021 Hi neo,Yes those are missing. Thank you for your input! Right now I am not shure if or when I continue my work on the exporter. It is very hard and time consuming to create it without official support in an environment where some needed features are not present. Most modder struggle with readable lua code. Here we have nothing readable just to give a comparison what the work on this means. It was a lot of effort but it also was very frustrating. A lot of user complained very hard about errors even if they obviously did not read the readme or spend more time on it than downloading a model click on export and blaming the exporter. Together with changes in my job situation it is hard to say when or if at all. 3 Link to comment Share on other sites More sharing options...
freebirddz Posted August 3, 2021 Share Posted August 3, 2021 We are very thank full for all that work, unfortunately like you said without official help it's hard and head pain task, thank you a lot, hope you will not stop and continue this great work even time to time. god bless you best regards Link to comment Share on other sites More sharing options...
Fisherman82 Posted August 3, 2021 Share Posted August 3, 2021 Really hope you continue working on this, you have done a super job with it already as it is. I have been working on a bunch of static objects lately using your exporter and it works perfectly for me 1 1 Link to comment Share on other sites More sharing options...
FullGas Posted September 21, 2021 Share Posted September 21, 2021 Hello friends, On Tobi's advice that I had in MP, and that I thank for the incredible work he has done, I am asking you for a difficulty that I am encountering. I try to create under Blender + EDM pluggin an animated character to insert it in DCS World under the model of an M249 infantry. When I analyze the model "E: \ Program Files \ Eagle Dynamics \ DCS World OpenBeta \ Bazar \ World \ Shapes \ soldier_m249.edm", I see: >>> that arg n ° 2 (start) starts the process between 0 and 1; >>> that arg n ° 8 (walk) which corresponds to the walk cycle, is triggered only if arg n ° 2 is at 1. With my 3D model: >> I created an animation for arg n ° 2 >> and another for arg n ° 8 and despite a lot of testing I fail to get the correct animation. If I only export arg n ° 2 >> everything looks correct in ModelViewer2 (but I only have the "start" animation) If I only export arg n ° 8 >> I don't see any arg in ModelViewer2 If I export the 2 args (n° 2 and n° >> If I don't turn off rendering in the desired ranges, I can see my 2 arguments in ModelViewer2, but the animation of the 2 args gets mixed up. >> If I turn off rendering in the ranges I want to mimic what I see from "soldier_m249.edm", I only see arg 2 in ModelViewer2, and when I manipulate it, the animation of the 2 args gets mixed up. I'm new to Blender, and can't figure out what's wrong with my project? To facilitate the analysis, I give you attached my files (Blender + folder Mods/tech including lua allowing integration into DCS as an Infantry) https://drive.google.com/drive/folders/15wMFYI5YMj-Hyh7cEgzoR7h7GcRPBzF3?usp=sharing Thank you in advance to those who can help me resolve this blockage. Kindly (Sorry for my English .. I'm French! ) Link to comment Share on other sites More sharing options...
FINISTRUS Posted October 2, 2021 Share Posted October 2, 2021 Traceback (most recent call last): File "C:\Users\bortn\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\io_BlenderEdmExporter\__init__.py", line 51, in execute edmmodel=createEDMModel() File "C:\Users\bortn\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\io_BlenderEdmExporter\edmexporter.py", line 1471, in createEDMModel if bones[name].layers[0]==True: #only layer 1 is exported KeyError: 'bpy_prop_collection[key]: key "Bone.002 " not found' location: <unknown location>:-1 [sIGPIC]https://vk.com/vfa133[/sIGPIC] Link to comment Share on other sites More sharing options...
tobi Posted October 2, 2021 Author Share Posted October 2, 2021 Hi,I need more information about your model to understand the problem. Do you use Skinnodes? Maybe you have to clean up the vertex groups Link to comment Share on other sites More sharing options...
amorphouss Posted October 10, 2021 Share Posted October 10, 2021 (edited) Hey everyone! Which versions of blender EDMExporter compatible with ? I tried 2.93 and 3.0 but can't see in the addons list, installing it but can't see it. That's what blender said after click install but that's all. Modules Installed () from 'C:\\Users\\amorphous\\Downloads\\BlenderEdmExporter-master.zip' into 'C:\\Users\\amorphous\\AppData\\Roaming\\Blender Foundation\\Blender\\2.93\\scripts\\addons' Edited October 10, 2021 by amorphouss Link to comment Share on other sites More sharing options...
tobi Posted October 10, 2021 Author Share Posted October 10, 2021 Hi,You are trying to install the wrong zip. Try the releases: https://github.com/tobi-be/BlenderEdmExporter/releases Link to comment Share on other sites More sharing options...
amorphouss Posted October 10, 2021 Share Posted October 10, 2021 1 hour ago, tobi said: Hi, You are trying to install the wrong zip. Try the releases: https://github.com/tobi-be/BlenderEdmExporter/releases Thanks a lot. Link to comment Share on other sites More sharing options...
FullGas Posted October 16, 2021 Share Posted October 16, 2021 Hello Friends, here my first DCS Mod totaly made with Blender and Tobi's pluggin. https://youtu.be/g9q5r-EvgiE Here for download Mod : Enjoy.. Link to comment Share on other sites More sharing options...
whisky.actual Posted October 16, 2021 Share Posted October 16, 2021 Hi @tobi! Fabulous work, we really appreciate your commitment at the JAS39 Community Mod! We had a question for you do: would it be possible to add a feature to the plug-in? We would like to be able to attach a normal map to a glass material. This allows to have the raindrop effect when you export a cockpit model to EDM in DCS World. This seem to be done out of the box with the 3Dmax Plug-in. I am not a pro, but if you need help to dissect this feature I will be more than happy to help with the help our modelers. Example: As always, Thank you! Link to comment Share on other sites More sharing options...
Walshtimothy Posted October 29, 2021 Share Posted October 29, 2021 hi all , sorry to bother you but wen i add the sample edm folder to saved games / mods / tech it doesnt show in ME and if i drop it into main game folder it fails to load , can someone please advise where to install the folder once the export has been completed ? sorry , noob here. thanks. walshtimothyWW2 virtual flier - currently playing on 4ya ww2 - youtube channel here https://www.ww2adinfinitum.blog - https://projectoverlord.co.uk/ Link to comment Share on other sites More sharing options...
Copprhead Posted November 1, 2021 Share Posted November 1, 2021 (edited) @tobi @Grajo big thanks for edm exporter and the tutorial videos! (now I just need to figure out how to make it an flyable aircraft and not just an static object) Edited November 1, 2021 by Copprhead 3 1 Link to comment Share on other sites More sharing options...
Recommended Posts