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Firstly, thanks for making this awesome suite of tools. I appreciate all your hard work!
I've taken some models and generated .iqe's for them using assiqe. The resulting .iqe's render correctly in iqeview, but when converted to .iqm (using the IQM tool) have botched animations.
Here is a link to the iqe's I've been testing and their original models from which the iqe's are derived from: https://dl.dropboxusercontent.com/u/29299971/iqemodels.zip
Another thing: when I decompile the botched iqm's back to iqe (using iqm_to_iqe.py) and preview them (using iqeview) the animations are still botched.
I've been viewing the generated iqm's in Noesis and ioQuake3 if that makes a difference.
Try this: Take mrfixit.iqm (supplied with the IQM devkit demo) and turn him into an iqe (using iqm_to_iqe.py). Preview his iqe in iqeview - he should look OK. Now, take his .iqe and convert it back to iqm using the IQM tool. Load the iqm in your IQM viewer of choice - he should looked messed up. Decompile this messed up iqm and preview the resulting iqe in iqeview - he should still look messed up.
I'm not sure if the problem lies in the IQM tool or in assiqe/iqeview/iqm_to_iqe.py.
Hello
I was VERY positively surprised that it seems like you got the Ryzom assets into a Blender readable format:
https://bitbucket.org/ccxvii/ryzom-assets/overview
However when I use the iqe importer in this repository (Blender 2.68) I just get the error warning that those are no iqe files.
Any idea what I might be doing wrong?
P.S.: what is the further plan with those converted models?
Hi!
I'm trying to import a IQM model using iqm_import.py, but I'm getting an error saying:
AttributeError: 'Mesh' object has no attribute 'show_double_sided'
So, it imports the armature but not the mesh!
I'm using Blender 2.83
Here is the full Blender Info Log:
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
Deleted 3 object(s)
bpy.context.space_data.recent_folders_active = 0
bpy.ops.object.add(type='ARMATURE', enter_editmode=True, align='WORLD', location=(0, 0, 0))
bpy.ops.object.editmode_toggle()
Traceback (most recent call last):
File "C:\Users\isaia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\iqe_import.py", line 945, in execute
import_iqm(self.properties.filepath, self.bone_axis)
File "C:\Users\isaia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\iqe_import.py", line 920, in import_iqm
make_model(iqmodel, bone_axis, dir)
File "C:\Users\isaia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\iqe_import.py", line 904, in make_model
meshobj = make_mesh_data(iqmodel, name, meshes[name], amtobj, dir)
File "C:\Users\isaia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\iqe_import.py", line 655, in make_mesh_data
mesh.show_double_sided = False
AttributeError: 'Mesh' object has no attribute 'show_double_sided'
location: unknown location:-1
Thank you in advance!
Linux compilation fails with current head commit with gcc 4.9.2
undefined reference to symbol 'roundf@@GLIBC_2.2.5'
/lib/x86_64-linux-gnu/libm.so.6: error adding symbols: DSO missing from command line
It can be fixed by changing
https://github.com/ccxvii/asstools/blob/master/Makefile#L15
to
AI_LIBS += -L../assimp/build/code -lassimp -lz -lstdc++ -lm
(adding the -lm )
Thanks for the good work ๐
iqm has the option of storing the animations for a rig in a seperate .iqm file (to use accross multiple meshes with the same rig), but importing these results in an error.
The best would be if one could import the main mesh & rig (works now), and if you import further .iqm files containing only animations, then these are added to the action editor as separate animations.
I'm using Blender 2.72 and the latest iqe_import_two.py (from 2013 Jun) to import Ryzom assets from your bitbucket repo.
The models show up fine, but no textures get loaded. They have placeholders with correct paths ("textures/foo.png"), and the relative box is correctly ticked, but the textures don't get loaded for some reason. Manually clicking each up with the full path works, of course.
Maybe something has changed in Blender since 2013?
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