beamng / blender-jbeam-editor Goto Github PK
View Code? Open in Web Editor NEWBlender plugin to import, modify, and export JBeam.
License: MIT License
Blender plugin to import, modify, and export JBeam.
License: MIT License
Addon version: 0.1.4
Blender version: 3.6.5
Here is a JBeam structure I'd like to export:
I want to be able to use this addon in place of thomatoes50's existing exporter addon (which doesn't allow for the naming of individual nodes), but can't yet do that as this current addon doesn't seem to support exporting brand-new (not imported) JBeams.
On the first export attempt, it produced an incomplete JBeam file containing only the nodes, which I have subsequently been unable to reproduce:
Every time I try to export it after that, Blender throws the error Imported JBeam file could not be found. Please do not move the imported file while using the JBeam Editor.
I was very excited to check out the jbeam editor and no matter what jbeam i use or what the circumstances are, blender crashes apon entering edit mode??
Hello, I have a problem with the add-on, I can't export a new jbeam. When I import a jbeam (that I have created 2 months ago w/ blender) and edit it, I can export it and everything works, but when I try to export an all new that I made from scratch it don't works.. I don't know if I do something wrong because I don't use it since some patches but my work is stuck now. Thank you and have a nice one !
I'm not sure if you've already been working on a solution, but i have an idea for handily representing inter-part beams.
Whenever you import an jbeamfile with inter part beams it creates a single extra object called __interpart_beams__
or similar. This object holds edges of which it's vertices don't just id names, but the name of the part they are referencing. The script on export then, either checks for id name or matching location to see what node it was actually connected to. (using the duplicate node name code you already have)
You can easily create and move these new edges using blenders magnet/snap tool and this can be noted in the documentation.
You could also have the script run a check to update the inter-part beams after you drop out of edit mode for the part, so that you can correct the beams after the nodes might have moved.
I might actually try to implement this in a fork of the script, to see if it could work. Feel free to implement any code I add if you think it's useful.
I think this script can become a very powerful ui modding tool for modders, helping them create jbeams faster and improving their results leading to more impressive mods with amazing physics.
When installing this addon I followed the exact procedure as shown in the pictures however when searching in addons for the Jbeam to enable it, it isnt there. To actually install it properly for some reason i had to extract the zip open C:\Users*****\Downloads\Blender-JBeam-Editor-main\jbeam_editor - and copy jbeam_editor File directly into the blender directory -->C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\addons. I was then actually able to see it in addons and enable it. Bit of an odd issue and took me a while to solve but it works now :))
Pretty much exactly what the title says, no node ids, and when I press tab Blender closes. I made a mesh for a vehicle mod I was wanting to make (first mod, yay) and the node ids disappeared after reloading the file, and now I cant edit the mesh for the jbeam, and I can't import exported versions of the mesh, because they have the very same problem as the mesh in the original file. I honestly don't know what I messed up, but clearly something has happened. no hurry for a response, I still have some 3d modeling to do, and i have work tomorrow, just wanted to post this before bed. Appreciate your time.
When I create the jbeam nothing happens. With release 1.0 the jbeams show up. After 1.0 they won't show up.
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