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Everything posted by Stan`
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It's in the thread it exports all the animations in one go You just need one armature and one mesh selected Anything preventing you from committing ? # https://blender.stackexchange.com/questions/41484/how-do-i-change-actions-in-python # https://blender.stackexchange.com/questions/26995/where-is-python-file-for-exporting-dae-collada # https://blender.stackexchange.com/questions/38618/selecting-an-object-via-scripting # https://blenderartists.org/t/deselect-all-command/666535/4 # https://docs.blender.org/api/2.79/bpy.ops.wm.html # https://blenderartists.org/t/set-the-first-and-end-frame-by-script/535050 import bpy # Deselect everything for ob in bpy.context.selected_objects: ob.select_set(state=False) # The armature, and the dummy mesh needed (It has to be parented the armature) armature = bpy.data.objects['Armature'] unit_mesh = bpy.data.objects['m_armor_dress'] armature.select_set(state=True) unit_mesh.select_set(state=True) # For every action that exists in the blend file, export the matching collada. for a in bpy.data.actions: # print(a.name) # Get the current action to be exported armature.animation_data.action = bpy.data.actions.get(a.name) # print(a.frame_range) # We only need to export from the start frame to the end frame bpy.data.scenes[0].frame_start = a.frame_range[0] bpy.data.scenes[0].frame_end = a.frame_range[1] # Export the collada model bpy.ops.wm.collada_export(filepath='D:/Export/' + a.name + '.dae', keep_flat_curves=True, include_all_actions=False, keep_keyframes=True, selected=True, check_existing=False,filter_blender=False,filter_image=False,filter_movie=False,filter_python=False,filter_font=False,filter_sound=False,filter_text=False,filter_btx=False,filter_collada=True,filter_folder=True, limit_precision=True, filemode=8)
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@Alexandermb, @Lion.Kanzen I'm not back yet, however you can send me mail at (stan at wildfiregames.com) if you need me to review/look at something. How far are you with the reexport ? Did you use my python script ?
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Maybe we could use that new building but keep the 'U' Shape that's typical for barracks. That being said, haven't worked on it in a month, and unlikely for me to work on it soonish. So if anyone feels like giving it a try, be my guest.
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@LordGood Can you remove the trees you made from the task list ? Thanks ! Added links for greek buildings redesigns
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Deforestation - Wood should be a renwable resource
Stan` replied to balduin's topic in Gameplay Discussion
This feature will be implemented for A24 if I decide to switch its internal workings to use StatusEffects as @wraitii stated, that feature was implemented by @Mate-86 as of now D1718 is stalled. It works though, so it can be used in mods. I am currently not back from my hiatus, still have a few things to figure out. Just going through a month of forum posts and 4 PMs and 45 Notifications, so I don't die when I come back.- 105 replies
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Sure I'll keep it somewhere.
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Okay, thanks for the feedback.
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Trying to update the model to make it less bland, guess it didn't have the expected outcome.
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Become a coordinator in the Armenian language
Stan` replied to Thundori's topic in Applications and Contributions
@Thundori @Itms is the person you need to contact for that. Thanks for your interest -
Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
No it doesn't get overwritten. It should be in documents/my games/0ad/replays. -
===[COMMITTED]=== Cattle Sounds
Stan` replied to wowgetoffyourcellphone's topic in Completed Art Tasks
I'll contact him -
Segmentation fault.Can not play on Raspberry pi 3B+ with Raspbian Buster system
Stan` replied to Shiqi's topic in Bug reports
I was thinking of buying one for that purpose but it seems a bit overkill ^^ I don't think it's ram related, there is something else at play here. -
I guess given the name of the file, a yellow specular ?
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Segmentation fault.Can not play on Raspberry pi 3B+ with Raspbian Buster system
Stan` replied to Shiqi's topic in Bug reports
My last post is not 2016 ;P -
Duplicated vertex groups crash the game in debug mode. Happy to see you back.
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I have an idea. Both the field (plot_field_temp.xml) and the wheat (farming_wheat_harvest_a / farming_wheat_harvest_b) have extra materials. Maybe @LordGood know more of what he wanted to achive. plot_field_temp.xml spec normal diffuse material (basic_trans.xml) required textures: diffuse farming_wheat_harvest_a spec (props/yellow.png) diffuse(gaia/farming_barley_harvest_a.png) material (basic_trans_wind.xml) required textures diffuse So my uneducated guess @vladislavbelov, @wraitii would be that the game is somehow having fun swapping those unused textures because one shader still calls them. It usually uses the one it finds around like the palisade here.
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It is unfortunately not possible without modding yet. See https://trac.wildfiregames.com/ticket/2459
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Segmentation fault.Can not play on Raspberry pi 3B+ with Raspbian Buster system
Stan` replied to Shiqi's topic in Bug reports
See Unfortunately I haven't found a solution. Maybe @Itms's spidermonkey 45 update will fix it. -
I'm taking a break from the forums for a few days maybe the weekend maybe more. Cya everyone.
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Specific Name Review: Units
Stan` replied to Doktoreus's topic in Game Development & Technical Discussion
I think specific name is like three of four files + the option file. That's a simple patch but it's not that much work yes. -
Specific Name Review: Units
Stan` replied to Doktoreus's topic in Game Development & Technical Discussion
Actually like wow I think he doesn't want to see the specific name at all -
Specific Name Review: Units
Stan` replied to Doktoreus's topic in Game Development & Technical Discussion
I took the liberty to redact your post, it's a bit clearer now. -
What did you change when it last worked ?
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There is a isinvulnerable flag for relics ?