Community Forum

Blender 3.4.1 and I3d addon

Forum Overview >> Blender Exporter

CategoryBlender Exporter
Created13.04.2023 17:14


Corentin Mayaud (Skyz0X) 13.04.2023 17:14
hi,
I have some issue with the blender exporter version 9.0.1 (fs22) . It not recognize my blender including auto installation and manual .

David Zadnik (DzInLa) 13.04.2023 20:18
Which folder are you installing the GIANTS Blender_i3d_Export_9.0.1 installed? I am using BLENDER 3.5.0 without issues.

I manually install mine in the C:/Users/"your_username"/AppData/Roamig/Blender Foundation/Blender/3.5/scripts/addons FOLDER.

The exporter auto installs to a different folder.
In Blender, when looking at addons, put "i3d" in the search box to see if there are multiple copies installed.


My edit fixes the issue below.
"vehicle material array tool not found" ERROR MESSAGE.
Fix is to make sure the columns receive a integer for scaling and not a float value :-)

Link to my shared edit:
https://mega.nz/file/GuwljLja#NcPgHjE_5iBAORWp7_LAlz-blh1VE0qnVpTB_ll6YZk
UPDATED APRIL/16/2023
Credit to: Kristian (krisjo01)

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 13.04.2023 21:15
Also fixes cpu mesh, bit mask and wrong shader path in your edit?

David Zadnik (DzInLa) 14.04.2023 02:52
I'm not sure about cpu mesh, bit mask and wrong shader path issues.
I do know the Blender Exporter Plugins v9.0.1 works better in the Blender "Layout" TAB when exporting. I deleted the Blender Modeling TAB and have fewer issues. I purchased the GIANTS Modding Tutorials 5.0, worth every penny. In the Tutorial videos they export from the LAYOUT Tab. I only use "Layout, "UVEditing" and "Shading" TABS.

I created a "textures" folder in both the Blender file location and id3 file location. Then have a copy of you .dds files in each folder.
This prevents the Error: Missing dds file and Error: Can't load resource.

Kristian (krisjo01) 14.04.2023 12:12
I made a small guide on how to manually install the i3d exporter:https://wiki.northmoddingcompany.com/index.php?title=Install_Giants_I3D_Exporter

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 14.04.2023 15:00
Despite having followed the various 5.0 tutorials and the installation proposed by Cristiano, the shader paths are not loaded correctly.
In the sense that once you have done "Set Game Shader Patch" and set all the parameters and given "add shader", when you export to "binary files" the loaded path is wrong.
Instead of C:\Program Files (x86)\Farming Simulator 2022\data\shaders, after export in Giants editor it becomes C:\Users\Program Files (x86)\Farming Simulator 2022\data\shaders preventing the file from loading.
David Zadnik Solutions?
I have lawn in both blender 2.93 and 3.5

David Zadnik (DzInLa) 14.04.2023 15:28
Picture of FS22 MODS I created with Blender 3.5.0 and GIANTS Blender Exporter Plugins v9.0.1 with out editing the i3d file.

https://mega.nz/file/q64CHLoA#PMBLLdqq3aPCnNFLVPMJpV1r2HuoIsau84WlHIE1KLM

Colin Smith (WrinkleysRule) 14.04.2023 15:36
Regardless of the file paths shouldn't the /Shaders be /shaders lower case 'S'.

Corentin Mayaud (Skyz0X) 14.04.2023 16:45
Thank you for your help following my problems, I updated to 3.5 and reinstalled my addons correctly, using your version and going through the AppData path because I had stupidly never thought of going through this one because I went through programFile/BlenderFundation/.../addons. I guess that was a problem (idk). AppData path is now so obvious ,thanks for according your times letting me know about others issues. !

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 14.04.2023 19:31
Strange David Zadnik, every time I have to edit the i3d file and it's boring and tiring. Also you don't open the dots to put the bit mask, absurd XD.
Hopefully you have a fix for the shader and bit mask


Kristian (krisjo01) 15.04.2023 00:45
valtfendmassey I am not sure how much knowledge you have with python, but I do have a fix for the cpu mesh and bit mask.

To fix the cpu mesh export follow these steps:
Open file dccBlender.py (location: io_export_i3d/dcc/dccBlender.py)

Go down to function with name "getMergeMemberShapeData"
Replace this
if( UIGetAttrBool('I3D_cpuMesh')):
shapeData['meshUsage'] = 256
else:
shapeData['meshUsage'] = 0

With this:
if "I3D_cpuMesh" in ownerObj:
shapeData["meshUsage"] = 256
else:
shapeData["meshUsage"] = 0


After that go down to function with name "getShapeData"
Replace this
m_nodeData['meshUsage'] = getMeshUsage(UIGetAttrBool('I3D_cpuMesh'))

With this:
if "I3D_cpuMesh" in m_sceneNodeData:
m_nodeData["meshUsage"] = 256
else:
m_nodeData["meshUsage"] = 0



To fix the bit mask editor:
Open i3d_ui.py
Go down to class "I3D_OT_BitmaskEditor"
First find the execute function
In the last elif statement
Replace this:
context.scene.I3D_UIexportSettings.I3D_collisionMask = int(self.mask_value,10)

With this:
context.scene.I3D_UIexportSettings.I3D_collisionMask = self.mask_value



Then scroll a bit down and find the invoke function
In the last elif (elif self.state == 4:
Replace this:
self.mask_value = stringUtil.int2string_base(context.scene.I3D_UIexportSettings.I3D_collisionMask,10)
self.bitCount = 8

With this:
self.mask_value = context.scene.I3D_UIexportSettings.I3D_collisionMask
self.bitCount = 32

David Zadnik (DzInLa) 15.04.2023 02:36
Hi Kristian (krisjo01),

I get this error:

Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.5\scripts\modules\addon_utils.py", line 333, in enable
mod = __import__(module_name)
File "C:\Users\DzInLa\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_export_i3d\__init__.py", line 42, in <module>
from . import i3d_ui
File "C:\Users\DzInLa\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\io_export_i3d\i3d_ui.py", line 1165
context.scene.I3D_UIexportSettings.I3D_collisionMask = self.mask_value
^
TabError: inconsistent use of tabs and spaces in indentation

WHAT DID I DO WRONG?



Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 15.04.2023 15:05




Kristian (krisjo01) 15.04.2023 15:07
Have you read the error?

It says: TabError: inconsistent use of tabs and spaces in indentation

Without more information its hard to help, but check the line in question and make sure the indention is correct

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 15.04.2023 15:24


Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 15.04.2023 21:56
To test I removed in the i3d_ui.py file some "if not" and "return" lines contained in the class I3D_OT_BitmaskEditor(bpy.types.Operator): to the function (I think) def invoke(self, context, event ): and apparently the mask of bits it works. Now another problem is that the shader path is not loading properly. Export to .../.../Program Files (x86)\Farming Simulator 2022\data\shaders instead of C:\Program Files (x86)\Farming Simulator 2022\data\shaders. Ideas on how to fix?

Kristian (krisjo01) 16.04.2023 11:18
The current problem with the the shaderpath and other in game files happens if you export with binary enabled. The i3dConverter.exe currently can't handle the $data folder path so the path ends up being invalid. There is nothing we can do to solve this because the .exe is not editable for us which means Giants need to do that.

(Issue already reported and shoud be solved in the next Blender I3D Exporter update)


As a work around until that happens you can manuallly just add the "$" infront "data" in the i3d file manually after export (open tthe i3d file in a text editor)

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 16.04.2023 11:21
What update will be released for the next farming?

Kristian (krisjo01) 16.04.2023 11:55
I have no idea when the update will be out, I really hope we don't have to wait that long

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 16.04.2023 12:04
I noticed that the exporter for maya doesn't install on version 2024. Surely the update for maya will arrive soon. Let's hope Giants remembers that BLENDER also exists and that their EXPORTER needs to undergo many improvements with an update, from
-shader path, to visibility mesh not applying well in binary export,
-vertex color not applying properly, and then the officially corrected
-cpu mesh
-bit mask.
If you can, report this as well.

Kristian (krisjo01) 16.04.2023 12:12
What exactly do you mean by visibility mesh?


Vertex color is also a easy fix.

In function getMergeMemberShapeData & getShapeData (dccBlender.py)
Change this:
m_value = m_meshGen.vertex_colors[0].data[m_vertexIndex].color[:]

To this
m_value = m_meshGen.vertex_colors[0].data[m_loopIndex].color[:]

The problem is simply that it loops over the wrong index


Everything you listed there + aloooot more have been reported already.

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 16.04.2023 12:24
By mesh visibility I mean:
If I want to hide a mesh in Blender, I hit h, to make it invisible in Giants Editor.
Unfortunately, once hidden with H in blender and exporting to binary on giants editor it remains visible (i.e. there is still the check on visibility) instead of being invisibility.
Another problem are the mirrors that are not exported correctly.

Kristian (krisjo01) 16.04.2023 12:44
I see, I just made my own visibility property instead. I don't think having the hidden meshes/object in blender be hidden in GE as well is a good idea.


To export mirrors correclty you can add this in i3d_export.py (function: xmlWriteMaterials)

if data["customShader"].endswith("mirrorShader.xml"):
xmlChild = xml_ET.SubElement( xmlCurrent, "Reflectionmap" )
self._xmlWriteString( xmlChild, "type", "planar" )
self._xmlWriteString( xmlChild, "refractiveIndex", "10" )
self._xmlWriteString( xmlChild, "bumpScale", "0.1" )


image: https://image.giants-software.com/index.php?hash=cRfhTdZn

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 16.04.2023 12:49
OK thank you. I usually turn off the visibility for support collisions. Do you have any solution for that visibility problem as well?

Kristian (krisjo01) 16.04.2023 13:08
I made a new property that will appear in the panel with visibility and then I added this in i3d_exporter.py:

(in function _xmlWriteSceneObject_General)

if "I3D_visibility" in data:
if False == data["I3D_visibility"]:
xmlCurrent.set( "visibility", "false" )


I have been thinking about using blenders hide_render instead, but we will see

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 16.04.2023 13:15
What line should it be on? (If possible a photo)

Kristian (krisjo01) 16.04.2023 13:25
File i3d_ui.py:
This inside class I3D_PT_PanelExport:
col.prop( context.scene.I3D_UIexportSettings, "I3D_visibility", text = "Visibility" )
https://image.giants-software.com/index.php?hash=HZVfkSog

This inside calss I3D_UIexportSettings:
I3D_visibility : bpy.props.BoolProperty ( name = "Visibility", default = dcc.SETTINGS_ATTRIBUTES['I3D_visibility']['defaultValue'] )
https://image.giants-software.com/index.php?hash=3RF7gmmx


File __init__.py (location: io_export_i3d/dcc/__init__.py):
SETTINGS_ATTRIBUTES['I3D_visibility'] = {'type':TYPE_BOOL, 'defaultValue':True }
https://image.giants-software.com/index.php?hash=qRFcBmEs


in i3d_export.py:
https://image.giants-software.com/index.php?hash=Sb85Tfhw


Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 16.04.2023 14:41
Thanks again, it's nice when we both help each other, happy modding in FS!

David Zadnik (DzInLa) 18.04.2023 02:54
Attempting to update the images in the BLENDER UV Editing TAB for the Vehicle material array tool.

https://image.giants-software.com/index.php?hash=WsR2uHBU&codes=true

https://image.giants-software.com/index.php?hash=2seeqpwz&codes=true

This is what I am using for reference:

https://image.giants-software.com/index.php?hash=E9qRwx58&codes=true

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 05.07.2023 15:12
Hello everyone! By chance do you have a solution to the problem that with the exporter active with many meshes (about 40) blender slows down, instead if you turn it off everything returns to normal.

David Zadnik (DzInLa) 05.07.2023 20:12
Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 05.07.2023 15:12
Hello everyone! By chance do you have a solution to the problem that with the exporter active with many meshes (about 40) blender slows down, instead if you turn it off everything returns to normal.


Hello Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey),

How many triangles are in the model you are trying to export???

If it has a high poly count, Blender will be slower depending on the power of you PC.

I have a model that is +600,000 triangles which takes over 2 minutes to export. My PC is a 3rd Gen I7 which is over 8 years old.


Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 05.07.2023 21:31
The model weighs only 40,000 tris, blender with i3d exporter deactivated is very fluid, the moment you activate i3d exporter and select the meshes it starts lagging until you select them. I have an i7 10th and rtx3070. I think there is a problem in the code to fix. The question is how to do it?

David Zadnik (DzInLa) 06.07.2023 20:09
FARMCON 23 hinted that a new i3d exporter will be coming in the future for Blender.


David Zadnik (DzInLa) 07.07.2023 06:00
RE:
Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 05.07.2023 21:31
The model weighs only 40,000 tris, blender with i3d exporter deactivated is very fluid, the moment you activate i3d exporter and select the meshes it starts lagging until you select them. I have an i7 10th and rtx3070. I think there is a problem in the code to fix. The question is how to do it?

Which "Render Engine" do you have Blender in?
I use Eevee in Blender 3.6.0

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 08.07.2023 07:24
I use Eevee

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 14.07.2023 09:49
Hello David!
Have you a solution for icon materials don't show in uv editor on blender 3.6?

David Zadnik (DzInLa) 16.07.2023 02:23
The UV's can be moved manually in BLENDER. Select the mesh faces you want to UDIM after unwrapping the Mesh UV.

After unwrapping the UV's are in grid 0,0.

Using the image from the link below as reference:
From the Farming Simulator 22 Asset Browser website: https://assets.mantrid.net/
Download this image for reference:
https://assets.mantrid.net/images/fullsize/vehicleShader%20Materials/FS22%201.7%20Materials.png

To move the selected UV from 00-Painted Metal to colorMat0, type "G", "Y", "-1", <Enter Key>. Grid 0,0 to Grid -1,0

To move the selected UV from 00-Painted Metal to 01-Painted Plastic, type "G", "X", "1", <Enter Key>. Grid 0,0 to Grid 0,1

To move the selected UV from 00-Painted Metal to colorMat7, type "G", "Y", "-1", <Enter Key>, "G", "X", "7", <Enter Key>. Grid 0,0 to Grid -1,7

To move the selected UV from 00-Painted Metal to 14-Wood, type "G", "Y", "1", <Enter Key>, "G", "X", "6", <Enter Key>. Grid 0,0 to Grid 1,6




Colin Smith (WrinkleysRule) 16.07.2023 13:02
"https://assets.mantrid.net/images/fullsize/vehicleShader%20Materials/FS22%201.7%20Materials.png"

Has anyone found a similar image for the building shader ??

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 20.07.2023 22:04
New exporter big update! It will be released next month's! Announced at farmCon 23!
https://youtube.com/watch?v=MmvMjMlBOzE&feature=share9

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 11.08.2023 17:29
Hello! I'm following the modding tutorial on bounding Volume, but in the Giants editor I see the zzz_boundingVolume_mg1 while in the tutorial it doesn't appear. This is another bug of exporter? How to do fix it?

Colin Smith (WrinkleysRule) 11.08.2023 18:05
Possibly you wait for the new version of the exporter to be published -- eventually

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 12.08.2023 12:26
Yes, but it would be better to find a solution in the meantime, since we know nothing about its release. Kristian do you know how I could get around this problem?

David Zadnik (DzInLa) 13.08.2023 01:09
Maybe the bounding volume does not export but only used when exporting the Merged Group mesh.
Example: an object with the name ending "_ignore" does not export.
I have not seen any bounding volume object in any GIANTS mod i3d.
We sure need an user guide with the exporter.

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 13.08.2023 09:31
Yes, that's it!
However in Maya this option works, but in i3d exporter of blender no, because after the exporting in i3d file there is a zzz_boundingVolume_mg1 but it shouldn't be there.

David Zadnik (DzInLa) 14.08.2023 04:53
Just have to wait for the exporter they showed at FarmCon 23.

Samuel Majerčák (GamerSamo) 16.08.2023 09:15
I have started using mixer version 2.93 for which the exporter is customized and there is no problem.

Steen Ellermann (ClaasRider) 18.08.2023 23:20
Hallo Ich wollte heute starten mit lernen die modden , bin an die teturial und habe downlöadet Blender3.6 ,wollte dan installieren die exporter aber das kann nicht über blender V.2.99 , habe lesen die anwort von DzInLa und kann sagen dass die ordner C:/Users/"your_username"/AppData/Roamig/Blender Foundation/Blender/3.5/scripts/addons FOLDER. nicht ist zu finden Kann einer vielicht helfen


David Zadnik (DzInLa) 22.08.2023 05:32
Hello Steen Ellermann (ClaasRider),
The Blender/3.5/scripts folder will not exist unless you installed that version on Blender.(had "/" instead of "\" in previous post)
If you have installed Blender versoin 3.6 then you should have folder:
C:\Users\"your_username"\AppData/Roamig\Blender Foundation\Blender\3.6\scripts\addons

Steen Ellermann (ClaasRider) 22.08.2023 17:47
Hallo

Danke für das anwort , muss leider feststillen das dass nicht hilft mir , egal wass ich mache existert dir ordner nicht , auch nicht unter verstechte ordner , ich habe nur diseren string C:\Users\MyName\AppData\Roaming\Blender Foundation\Blender\3.6\config
also ist die config ordner das einsige ordner , , wo kann die fehler legen ?


David Zadnik (DzInLa) 23.08.2023 00:04
Hello Steen Ellermann (ClaasRider),
What installer did you use to install Blender 3.6?
I have mine installed through STEAM.

Steen Ellermann (ClaasRider) 23.08.2023 01:39
Hallo David Zadnik (DzInLa)
I have Downloaded direct from Blender , so think not that the download is the problem , i download from steam and see if that is better



THANKS Problem solved


Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 24.09.2023 14:32
Hello! Often when I export, in blender log there is this message 'None type' object no has attribute 'name' and the result is Export fail. It happens when I merge with CTRL + J two o plus mesh. How can I resolve thi problem?

Ps: they have a name!

David Zadnik (DzInLa) 25.09.2023 20:38
I get that error when I try to Export All and some objects are hidden in an unselected Group.

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 26.09.2023 13:34
Yes, but this bug makes no sense

David Zadnik (DzInLa) 26.09.2023 20:46
If you have object you do NOT want to export, rename the object to end with "_ignore", the Giants i3d Exporter will ignore the object when exporting. Just keep the object alphabetically higher than other items in the Blender export scenegraph.

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 10.10.2023 07:18
Hello everyone! New exporter blender plugin 9.1. 0 now out here, on gdn! But it has a problem, when I create a new material in blender, and when I export, the exporter give me an error and it doesn't exporter.
Blender version 3.6.4

David Zadnik (DzInLa) 10.10.2023 20:51
Will put answer in a New Topic for the Blender i3d Exporter Version 9.1.0.
=======================================================
Waiting for new TOPIC to be created...
====================================
I tried exporting in Blender 3.6.4, material exports, no errors, but mesh is not visible in the Giants Editor.
Tried Blender 3.2.0, made new material, with default cube, Error Message = "List index out of range". I am stumped...
================= Update ========
The exporter works ok today, maybe restarting my PC C fixed something.

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 11.10.2023 20:18
Where is new topic?

David Zadnik (DzInLa) 11.10.2023 20:36
I created a new Topic for the new exporter, it might need to be approved before it is displayed. Not sure....

Colin Smith (WrinkleysRule) 11.10.2023 20:48
Just a thought, perhaps the new exporter was designed to work with the new forthcoming (eventually) GE version

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 11.10.2023 21:03
It is not possible, because the exporter does not export the mesh from blender because it generates an error regarding the material not found, but the material is present.
And changing the name of material birth a new error

Kristian (krisjo01) 19.10.2023 14:52
Sounds like a issue I saw someone else had earlier where the "Material Output" node was named something else like "Material Output.001", which caused the exporter not to export because it will look for "Material Output" node name instead of the node type.

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 19.10.2023 15:26
How to do resolve it?

Kristian (krisjo01) 19.10.2023 16:04
Well it might not be the problem here, hard to tell without seeing the actual file. But check if the "Material Output" node is named "Material Output"

https://ibb.co/hgjBbVr

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 19.10.2023 17:12
Yes, indeed putting Material Output the exporting is correctly

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 25.02.2024 20:25
There is a new problem, when I select one collection, blender give me an errore, how to do fix it?

Zoltan Horkay (HorkayZolee) 26.02.2024 15:50
Wait for update (years...)

Jjnhgfvbnm,mnbv Mnhgvc (valtfendmassey) 28.03.2024 14:12
Hello everyone!
I have a new problem!

In section of color mat, in shader variation "color mask" there are colorMat0, colorMat1 ecc but at place of "colorMat7" there is a "colorMat", it is a big problem, because don't function the last section of mat 7 in Ge.
There are anyone that could fix this little bug?
Kristian (krisjo01)?


Note: Log in to post. Create a new account here.