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Blender 2.79+ - Jedi Academy Plugin Suite

   (5 reviews)

About This File

This is mostly the same as the file found here, except GLM export has been rewritten to use a more modern mesh pipeline.

 

The Improvements:

  • Custom Split Normals support
  • No longer need to split the mesh on UV seams
  • Modifiers with "Render" visibility are automatically applied at export

 


This project is on github here.

This file is not developed, distributed, or endorsed by Activision Publishing, Inc., Raven Software, Lucasfilm Ltd., Disney, Inc., or any of their affiliated entities. All trademarks, copyrights, and intellectual property rights belong to their respective owners. Star Wars®, Jedi®, and Jedi Knight® are registered trademarks of Lucasfilm Ltd.™ and Disney, Inc.™. This file is intended for educational, non-commercial, or fan-based use under the principles of fair use. No copyright infringement is intended. Any claims of ownership or DMCA takedown requests can be submitted here.


User Feedback

Recommended Comments

kibasennin

Posted

does this work on Mac too?

Cagelight

Posted

does this work on Mac too?

I didn't change anything that would break Mac support, so if the old 2.64 one worked on Mac so should this one. I can't test it though as I don't have access to a Mac.

kibasennin likes this
Vade Parvis

Posted

 

Custom Split Normals support

OMG! It's working! Cagelight, you have provided an invaluable help to all the JA modelers working in the Blender!

 

To make it clear how much easier it is to compile the model now. Previously, to get a model with the correct custom normals, not the mess with ugly shading and lots of unwanted seams, I had to:

1. transfer mesh with correct normal data into 3dsMax as .obj;

2. export .glm from Blender, without correct normals, but with skeleton and weight data;

3. open "incorrect" .glm in Max and manually save weight data from each mesh object into external files (later I began to use the first step of this script for that);

4. manually load external weight data for each object with the correct vertex normals transferred from blender via the .obj;

5. save model as .xsi, and manually rewrite names of tag objects names before that;

6. compile .glm model with correct custom vertex normals from .xsi in Assimilate (and without a detailed explanation provided by Asgarath83 and his configured copy of this program, I simply could not use it).

All this was turning final assembly of the model into torture, completely eliminated the possibility of fast compiling and testing in the game of unfinished WIP models and was just terribly demotivating.

{JoF} Atlas likes this
TheDoctor

Posted

It's great that models will now have their seams split automatically upon export now, however I have found that the tags on the model will often flip sometimes for no apparent reason, causing things such as lightsabers to be held backwards etc. This happened once when I flipped the normals on one mesh piece, however the other times it happened when I was removing faces/ vertices from mesh pieces. It could have been something else I did whilst doing these, but I've not changed the way I do anything from before with Blender 2.78c and the last plugin from MrWonko.

 

This was happening with Blender 2.79b btw.

Cagelight

Posted

It's great that models will now have their seams split automatically upon export now, however I have found that the tags on the model will often flip sometimes for no apparent reason, causing things such as lightsabers to be held backwards etc. This happened once when I flipped the normals on one mesh piece, however the other times it happened when I was removing faces/ vertices from mesh pieces. It could have been something else I did whilst doing these, but I've not changed the way I do anything from before with Blender 2.78c and the last plugin from MrWonko.

 

This was happening with Blender 2.79b btw.

 

The new mesh export pipeline is a little more sensitive to certain things than the old one was, any operation that changes the normals of tags can change their windings as well, this is a problem I faced too and unfortunately I couldn't find a good solution to the problem.

Hashira

Posted

The new mesh export pipeline is a little more sensitive to certain things than the old one was, any operation that changes the normals of tags can change their windings as well, this is a problem I faced too and unfortunately I couldn't find a good solution to the problem.

Any way to deal with this? I'm not too experienced with modelling but having just downloaded this version of the plugin suite and exporting my model I am getting this issue and I have no idea how to resolve it

Cagelight

Posted

Any way to deal with this? I'm not too experienced with modelling but having just downloaded this version of the plugin suite and exporting my model I am getting this issue and I have no idea how to resolve it

As long as you don't do anything like normal recalculating/flipping to the tags it should be fine. If you're asking how to fix a flipped tag, just flip the normals back in Blender. (Edit Mode: Mesh->Normals->Flip Normals)

Maui

Posted

For some reason it doesn't work for me. If I use the download button in this topic and then install addon from zip file it completes the installation but when I look for it, it isn't there. I can't enable or disable it anywhere.

Cagelight

Posted

For some reason it doesn't work for me. If I use the download button in this topic and then install addon from zip file it completes the installation but when I look for it, it isn't there. I can't enable or disable it anywhere.

Blender doesn't seem to be able to automatically install this addon from its zip file, so you just have to put the `jediacademy` directory within the zip file inside Blender's addon directory.

Pollito001

Posted

 

could you create a version for blender 2.80?

 

Cagelight

Posted

could you create a version for blender 2.80?

I'll be looking into it once 2.8 becomes stable.

Lord Grievous

Posted

I installed the latest version of these plugins (from GitHub) in Blender 2.80.75 and they show up in the addons and are enabled. But they don't show up under the import/export menu.

 

Any suggestions?

 

EDIT: I got it working by manually copying the folder to the Addons :)

au16363

Posted

Whenever I try to import the glm files, I get a "no gla" error. It still happens even when I import the gla from the "_humanoid" folder before I attempt to import the glm.

Lord Trovas likes this
Lord Trovas

Posted

On 11/4/2019 at 9:24 PM, au16363 said:

Whenever I try to import the glm files, I get a "no gla" error. It still happens even when I import the gla from the "_humanoid" folder before I attempt to import the glm.

I myself have the same issue as au1663, everytime I find the model folder and click to import it, Blender says "no gla" despite the model being a glm model?

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