SCS Blender Tools

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SiSL
SCS Software
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Re: SCS Blender Tools

#3411 Post by SiSL » 20 Apr 2024 00:15

To clean up any possible misinformation here:

While our artists use a range of different software, Maya, Blender, Marmoset, Substance Painter, Houdini, Zbrush etc. to create their work, our primary workflow is on Maya infrastructure. So any work done on other software is eventually ending up on Maya for primary export and editing in future. While Blender Tools are great for our artists who use Blender to see them similiar to outcome, in the end process ends in Maya.

But Blender Tools respects our folder structure so our artists can work flawlessly with Blender.
-base
-dlc_foo
-mod_bar/base
-mod_bar/dlc_foo
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JoeAlex23
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Re: SCS Blender Tools

#3412 Post by JoeAlex23 » 20 Apr 2024 00:19

Yeah, that's exactly what i thought, 3D artists have the freedom of using whatever program they like and know but in the end everything has to go through Maya, thanks for clarifying that SiSL.
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selonik
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Re: SCS Blender Tools

#3413 Post by selonik » 22 Apr 2024 09:00

Yesterday a problem arose: I can’t load anything into the blender, neither mods nor default models. I tried different blender options and different blender_tools options, same error everywhere. I rolled back the game to version 1.47 and still I can't load anything from the database. I’ll say right away that I didn’t update until 1.50. All this happened when I was on version 1.49. I updated all blender settings by first deleting the old ones, and in blender I specified a different path to the base folder. The error is always the same, no matter what version of blender I use 2.9 2.92 3.6. What also irritates me is that when importing the model, the model is not loaded into blender; the wrapper converter regularly pulls out models from the archives, converts them into pim pit and for some reason persistently throws them into the temp folder C:\Users\User\AppData\Local\Temp even though I have it registered the path in blender D:\base used to be exactly like this, that it regularly put the tobj and pim pit texture files exactly where indicated in the blender, now in the temp folder, how can I get everything back?
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JoeAlex23
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Re: SCS Blender Tools

#3414 Post by JoeAlex23 » 22 Apr 2024 18:38

There is a problem with the ConverterPIX, an update was pushed to make it compatible with 1.50 and in the process it broke something that made it incompatible with basically anything under 1.49, there is no fix for now because the ConverterPIX files are hosted on Github and always updated automatically, we have to wait for an update.
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AmirMahdavi
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Re: SCS Blender Tools

#3415 Post by AmirMahdavi » 22 Apr 2024 21:09

@JoeAlex23 github (git actually) use branch and commit history feature that do exact opposite you said
See this for solution
viewtopic.php?p=1920395#p1920395
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Schumi
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Re: SCS Blender Tools

#3416 Post by Schumi » 16 May 2024 10:20

Blender tools update required
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Schumi
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Re: SCS Blender Tools

#3417 Post by Schumi » 17 May 2024 08:38

for some reason the developers are in no hurry to update Blender Tools. Why do we need new Convesion Tools if Blender Tools doesn't work properly?
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Warryor3D
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Re: SCS Blender Tools

#3418 Post by Warryor3D » 17 May 2024 14:58

@Schumi

Have you already tried to import the bases selected?
[ external image ]
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FierbetoN
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Re: SCS Blender Tools

#3419 Post by FierbetoN » 17 May 2024 15:20

Schumi wrote: 16 May 2024 10:20 Blender tools update required
AFAIK Blender 3.6 has some issues with prefabs, use 3.3.
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Schumi
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Re: SCS Blender Tools

#3420 Post by Schumi » 17 May 2024 15:59

@Warryor3D In the ATS, I'm only interested in the prefabs

@FierbetoN Is the new texture format also a problem with the Blender version? new effects not supported by Blender Tools are also a problem due to the Blender version
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