WebGL ripping of a model from sketchfab
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- ultra-n00b
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Re: WebGL ripping of a model from sketchfab
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
https://sketchfab.com/models/f629d33553 ... e1db00580e
Re: WebGL ripping of a model from sketchfab
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

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Re: WebGL ripping of a model from sketchfab
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

___https://sketchfab.com/models/84b4c052bfaf46c0b4ce2c02afeccb52
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Re: WebGL ripping of a model from sketchfab
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?medwed wrote:HiBlender 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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Re: WebGL ripping of a model from sketchfab
I wrote it bad.Should -file.osgjs. However, Blender does not open the modelepisoder wrote: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?medwed wrote:HiBlender 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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Re: WebGL ripping of a model from sketchfab
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.medwed wrote:I wrote it bad.Should -file.osgjs. However, Blender does not open the model
-snip-

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Re: WebGL ripping of a model from sketchfab
I have absolutely no fucking idea what I'm doing but at least I got past the first error.episoder wrote:medwed wrote:I wrote it bad.Should -file.osgjs. However, Blender does not open the model
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?

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Re: WebGL ripping of a model from sketchfab
You have already succeeded in somethingnnnobbbody wrote:I have absolutely no fucking idea what I'm doing but at least I got past the first error.episoder wrote:medwed wrote:I wrote it bad.Should -file.osgjs. However, Blender does not open the model
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?


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Re: WebGL ripping of a model from sketchfab
Thanksmedwed wrote:You have already succeeded in somethingI wonder where the problem lies. Thank you for your willingness to help

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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Re: WebGL ripping of a model from sketchfab
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.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.

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Re: WebGL ripping of a model from sketchfab
Hmmmm...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.
You are right. It does support more than 256 models. I have 1077 here, I should have double-checked.

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?
~~~ "To learn who rules over you, simply find out who you are not allowed to criticise" ~~~
Re: WebGL ripping of a model from sketchfab
Could someone please rip this model for me?
https://sketchfab.com/models/6ba9f8ce5f ... c0fb875174
Thank you!
https://sketchfab.com/models/6ba9f8ce5f ... c0fb875174
Thank you!
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Re: WebGL ripping of a model from sketchfab
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?