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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Oct 04, 2018 2:58 am 
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Well, I guess the reason I don't understand python and how to rip is I "Mac"... I guess I'm outta luck. still hoping that someone can help me with ripping this starship. thank you!

https://sketchfab.com/models/f629d33553 ... e1db00580e

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Oct 04, 2018 10:07 am 
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M0fD wrote:
If only ripping sketchfab was that simple...

I'm a bit busy so I can't rip models at the moment but i can rip you one.



Hello, i was wondering if u could maybe help me with my project, I'm trying to build dual set joysticks from the ground up, and I need some1 to help me get a a 3d file to print the sticks to make the molds ... if u can rip it I'll thk u 4 ur help!

https://sketchfab.com/models/80c3a632b1 ... 7a6c/embed 8D


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Oct 05, 2018 1:22 am 
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Hi :) Blender does not open the file file.osgjs.ys for me.Some models open correctly.Can you do it for me in 3d? I do not care about UV and textures.Only model .Big THANX!

___https://sketchfab.com/models/84b4c052bfaf46c0b4ce2c02afeccb52


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Oct 05, 2018 3:07 pm 
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medwed wrote:
Hi :) Blender does not open the file file.osgjs.ys for me.Some models open correctly.Can you do it for me in 3d? I do not care about UV and textures.Only model .Big THANX!

___https://sketchfab.com/models/84b4c052bfaf46c0b4ce2c02afeccb52


why the ys file? this won't open anywhere. to get the model you gotta export the model after you imported the osgjs. is that not obvious?


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Oct 05, 2018 3:56 pm 
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episoder wrote:
medwed wrote:
Hi :) Blender does not open the file file.osgjs.ys for me.Some models open correctly.Can you do it for me in 3d? I do not care about UV and textures.Only model .Big THANX!

___https://sketchfab.com/models/84b4c052bfaf46c0b4ce2c02afeccb52


why the ys file? this won't open anywhere. to get the model you gotta export the model after you imported the osgjs. is that not obvious?


I wrote it bad.Should -file.osgjs. However, Blender does not open the model :(

Image


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Oct 05, 2018 4:44 pm 
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medwed wrote:
I wrote it bad.Should -file.osgjs. However, Blender does not open the model :(

-snip-


check the console then and tell 'us' what the error is. guessing this, i'm somewhat certain the script path is not working. if you use the package i set up, you gotta start blender with the bat file that's inclu. that should usually always work to boot root it with the correct relative ('internal') script path i saved/defaulted. :)


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Oct 05, 2018 6:22 pm 
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I'm too stupid for Blender...Other models open correctly only with this I have a problem.Can anyone download this model for me?Thx.

Image


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Oct 06, 2018 12:43 am 
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episoder wrote:
medwed wrote:
I wrote it bad.Should -file.osgjs. However, Blender does not open the model :(


I have absolutely no fucking idea what I'm doing but at least I got past the first error.
Babby's first python edit, don't judge ¯\_(ツ)_/¯

Also weird:
There are EXACTLY 0 to 256 meshes in the scene (which also means model is incomplete). Importer script limitation?

Image

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Oct 06, 2018 9:39 am 
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nnnobbbody wrote:
episoder wrote:
medwed wrote:
I wrote it bad.Should -file.osgjs. However, Blender does not open the model :(


I have absolutely no fucking idea what I'm doing but at least I got past the first error.
Babby's first python edit, don't judge ¯\_(ツ)_/¯

Also weird:
There are EXACTLY 0 to 256 meshes in the scene (which also means model is incomplete). Importer script limitation?



You have already succeeded in something :) I wonder where the problem lies. Thank you for your willingness to help :)


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Oct 06, 2018 12:33 pm 
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medwed wrote:
You have already succeeded in something :) I wonder where the problem lies. Thank you for your willingness to help :)

Thanks :)

Since Blender 2.49 supports more than 256 scene objects and 512 materials (I actually tested this), I think the problem lies with the importer stopping at 256 meshes for some reason (built-in limitation? variable accidentally out of bounds?)

If I knew where in the script it actually addresses which mesh number it's importing, we could modify the script to skip the first 256 and import the next 256 etc. And then we could somehow combine the two scenes.

Or get rid of the limitation entirely. But I only have some C++ knowledge, so we need a proper python programmer or somebody who actually knows what he's doing.

It would be cool if we could find the original author somehow, he'd know... but there's no signature or name in the scripts and I assume it's somebody in that Russian forum, but my Google Translate only goes so far.

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Oct 06, 2018 1:20 pm 
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It would be great ! I am hopeful for the future :) Best wishes and thank you for Your time


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Oct 06, 2018 1:46 pm 
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nnnobbbody wrote:
Since Blender 2.49 supports more than 256 scene objects and 512 materials (I actually tested this), I think the problem lies with the importer stopping at 256 meshes for some reason (built-in limitation? variable accidentally out of bounds?)

If I knew where in the script it actually addresses which mesh number it's importing, we could modify the script to skip the first 256 and import the next 256 etc. And then we could somehow combine the two scenes.

Or get rid of the limitation entirely. But I only have some C++ knowledge, so we need a proper python programmer or somebody who actually knows what he's doing.

It would be cool if we could find the original author somehow, he'd know... but there's no signature or name in the scripts and I assume it's somebody in that Russian forum, but my Google Translate only goes so far.


it supports more then 256. i imported a 1000+ puzzle before. about recoding... i get the structure of the osgjs, the blender api not so much. problem for me is to get to filter the 'command' strings and hierachy aka the tree, aka the brackets efficiently or at all. text file parsing is not my forte. :|


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Oct 06, 2018 9:02 pm 
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episoder wrote:
it supports more then 256. i imported a 1000+ puzzle before. about recoding... i get the structure of the osgjs, the blender api not so much.

Hmmmm...
You are right. It does support more than 256 models. I have 1077 here, I should have double-checked.
Image

Sooo... you think perhaps the importer is simply dropping the meshes where the boneParent.matrix somehow starts off or becomes invalid, and it being 0-256 (technically 257) meshes is just a coincidence?

In other words, my shoddy fix treats the symptom, not the cause :(

So, a true fix would mean gotta fix the script somewhere higher up the chain for boneParent.matrix to not become invalid in the first place?

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Oct 10, 2018 6:12 pm 
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Could someone please rip this model for me?
https://sketchfab.com/models/6ba9f8ce5f ... c0fb875174
Thank you!


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Oct 12, 2018 3:44 am 
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DarthTrekkie wrote:
Well, I guess the reason I don't understand python and how to rip is I "Mac"... I guess I'm outta luck. still hoping that someone can help me with ripping this starship. thank you!

https://sketchfab.com/models/f629d33553 ... e1db00580e



anyone? Please?



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