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License: GNU General Public License v3.0
Springrts Lua Unit Script (LUS) Export addon for Blender
License: GNU General Public License v3.0
Begun the model format war has - in the left corner (Beherith) with s3o, the spring format. In the right corner (Anarchid) (DAE) .
He who has more features and better support for the gamedevs - shall win the future.
Are you ready?
for i in bpy.data.objects:
i.rotation_mode = 'ZXY'
changes all objects in scene to Euler
Downloaded the script.
Installed in Folder:
D:\Program Files (x86)\Blender Foundation\Blender\2.77\scripts\addons\blender2lus-master\io_anim_lus
Addon does not appear
Reinstalled in
D:\Dev\io_anim_lus
Again not recognized.
Blender Version is 2.77a
Operating system is Win10
Do not know if there is a local python environment installed beyond blender.
Would love to see work not go to waste. As they say, every succesfull software endavour turns a great man into a caretaker. Welcome to the uglys side of softare ;D
Support automatically generating a scriptEnv and a "headless" animation table export mode to allow the logic part of the script to include externally stored animations.
This further divides coding logic and arting animations, allowing animators to swap individual animations without caring for logic.
I have tried to get it to work with multiple files, but the result is always the same, no animations.
example) https://www.turbosquid.com/FullPreview/Index.cfm/ID/1012108
get's exported as:
return {
}
Currently authoring the animation in any euler order except the canonical spring order ruins everything.
Consider assimilating http://khayyam.kaplinski.com/2011/06/more-about-matrix-to-euler-angles.html to convert all written keyframes to spring order automatically if not already in said order.
you can use bones and inverse kinematics.. its just that you need to make all your objects copy rotations of the bones instead of parenting them.
bake some keyframes
http://blender.stackexchange.com/questions/2533/is-there-a-way-to-convert-a-constraint-to-a-keyframe
and badabing.. ik solved baked keyframes directly to the objects themselves
Any extended usage of the addon for ZK requires that the animations are able to
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