Advanced Add-on for Blender
Scrubs started this discussion in Model Export and Render
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Check the Advanced Add-on description page for more information.

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616 replies · Page 11 of 31

Hi.
I think I'm right here. I tried to render a moving animation with blender using scrubs advanced script, but i noticed it seems like the dents, fingerprints don't move with the animation??

Are you "linking materials to meshes" when you import into blender? (See selection box when you select which file to import)

I have done several animations with the advanced script and never had a problem. A dent is a dent and stays where it is placed, same with fingerprints.

Hey All, i'm having an issue with light colored bricks giving them almost a Styrofoam look, It doesn't seem like other users are having this issue on their renders.

Here's an example: https://imgur.com/a/TYTrrEj

I'm using Blender 2.79

If you have any solutions please let me know.

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Administrator

Scaling issue. I also sent you an email. That will fix it

That worked, although the models are giant, I think I remember seeing a post somewhere about scaling being 1m instead of 1mm, so i'm seeing if I can find it to figure out how to fix it. Thanks.

I'm getting this error whenever I try and import a new model using this addon?

https://i.imgur.com/WcOHBlX.png

Avatar of Scrubs
Administrator

Which version of blender do you use?
Does it do it for all models?

I'm using Blender 2.79b, and it does it for any model I import.

Avatar of Scrubs
Administrator

Did you download Blender from the official website?
Can you detail the steps you follow?

I get this error on the official download, from both one installed via the .msi file and from extracting the zip folder. I also get this error on the Blender version you get from Steam that automatically updates.

I downloaded the MECABricks advanced script zip file, then go to install from add-on in the preferences menu. I import a model into my file, with the link material to meshes on (I always group by geometry and color when exporting from MECABricks).

I downloaded a zip version of the original 2.79 (before 2.79a and 2.79b) and tried to see if that would work. There was a 50% chance it would work on a model I imported. Sometimes I would get the model in, other times the exact same model would return that error I screenshotted.

It’s worth noting that the file I have with the imported model crashes frequently ever since it “worked”. I used it to only import one piece, a 2x1 cash Tile for a prop, so it’s not the size that’s causing the problem. I don’t know what is, though.

@JonathanJuan When you say "new" do you mean recently exported from the Workshop, or new to the .blend file? Scrubs changes the export code from time to time, so it may be too old. Maybe try exporting the same thing now, and importing that.

@Masman8675 I meant new to the .blend file. All of the exports I've been making were done in the last week.

@JonathanJuan Hmm. Is your addon it up to date?
Are your model files and assets in the same folder together without other files?

So I figured out what the issue is, but not a solution. It's any of the files where I have something keyframed on the timeline. If there's an animation present, the script returns that error. If there's no animation already, then the script works just fine.

The only thing I've been able to do so far is to create a new document, import the model, add it to a group and then append that group to my already existing animation file. It's still pretty cumbersome and doesn't work great for larger models.

By the way - are there optimum settings for importing larger models, like modular sized, into Blender? I usually check the "Link Material to Mesh" option, but I'm not entirely clear on what it does.

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Administrator

Ok, thank you. I will look into that at some stage to see how to fix it.
"Link material to Mesh" only works if you export the model from the workshop using the option "Group by geometry and colour". It takes more time to process the model in Blender but it optimises memory usage at render time in Blender.

Hello,

I do not know if you finally found the cause of the problem but when we read the error message, it seems to indicate that the script could not add an 'Empty' because the context does not allow it. However, we can see in the background, behind the error message, an Armature. If it turns out that the 3D View is in "Pose Mode", it could perhaps explain why the script can not add the Empty.

Is there any way to scale the models down to normal? I'm trying to do some fairly complex animations and I keep getting Z-fighting because I have to turn the clipping in the scene wayyyyy high, here's an example if you look at the tracks: https://www.youtube.com/watch?v=Qlq6UBYalVQ
and another video explaining that example more in depth: https://www.youtube.com/watch?v=1eTq8Nc0tq0 It only appears in the camera

Also another example here when you see the castle wall goes away from the camera the Zfighting increases, but near the camera it goes away due to the immense scale of these models, that and I have to turn clipping up to 5000, if you could please help me figure out a way to import them at a normal scale you would save my life right now. Please see the example here: https://www.youtube.com/watch?v=whXAFd8djvo&feature=youtu.be

But on a good note I just did this tiger tank animation with the advanced script and it turned out pretty sweet! https://www.youtube.com/watch?v=yGJseAsqWxM 😃

Any solutions or ideas would really help out right now, i'm going to be dedicating a lot of time to making animations with mecabricks and will be putting a link to your website in the video descriptions so hopefully it will get you some more traffic for the advanced script, because other than the scaling it is awesome!

HI there, I have recently purchased the advanced script and have played around with it with my own scenes. I have been using the environmental lighting but having trouble with adding blender lights. Does it support blender lighting? Or am I doing something wrong?

Thanks.

Hi Sommer123456,

Yes, of course, using Mecabricks Advanced script should not prevent the use of lights. Can you explain more precisely which problem you encounter ?

@Sommer123456 Yes, without issue. But you have to keep in mind that the model is huge, without the possibility to size them down yet (the materials node are size dependent), so your light need to be huge too to work properly.
I use the script since the release and I never had any issue with light.

@Snooperking : unfortunately I never encounter your problem, usually when the model clip it's because I have 2 pieces in the same place or because I fucked up the camera somehow. Unfortunately, the materials nodes are size dependents, you can't scale down the model without heavily change down the materials node.

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