Sarbian changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
blowfish has joined #kspmodding
<taniwha>
blowfish: am now
tawny has joined #kspmodding
<blowfish>
waniwha: had some questions about the blender mu I/O plugin
<blowfish>
*taniwha
<blowfish>
I noticed it imports box colliders as edges ... if I re-export, will that get converted back to a box collider?
<blowfish>
Also, are tags preserved?
<taniwha>
yes to both
<taniwha>
the imported collider meshes are just for visualization
<taniwha>
if you look at the object panel down somewhat, you'll find Mu Properties and for collider objects, Mu Collider
<taniwha>
hmm,
<taniwha>
except I can't find tag/layer on this one. must be only colliders
<taniwha>
ah, no, found it
<taniwha>
blowfish: ^
<blowfish>
ah cool, thanks!
<blowfish>
got a couple of models with some transform orientation issues but I don't have the Unity source and don't want to have to re-rig all the ladders etc
<taniwha>
yeah
<blowfish>
sounds like importing into Blender and then re-exporting will work
<blowfish>
thank you!
<taniwha>
however, if you're ok with python, you might be better off doing it in code using mu.py
<taniwha>
for one thing, the blender addon doesn't yet support all animations
<blowfish>
hmm, these parts probably have light animations
<taniwha>
there are several such utility scripts in there (animprop, dump, fixcentrifuge, heirarchy, hull, lightfix, wheel)
<blowfish>
I think I just need to move a couple of transforms a bit
<blowfish>
been a while since I did any serious python but I can probably figure it out
<taniwha>
yeah, looks like only loc rot scale anims
<taniwha>
the animprop script will tell you what's there
<blowfish>
might be able to just get rid of those anims entirely and use ModuleColorChanger