Edit: This has been replaced by an official JBeam Editor https://www.beamng.com/threads/blender-jbeam-editor.94204/ Since there isn't a dedicated JBeam editor (unless you can call notepad one), I have decided to try and make one so that people don't have to struggle no more lol. I hope that I will stay motivated enough to finish this project and I will be posting updates of the editor here Planned Editor Functionalities Parse JBeam files completely Ability to load in 3D model/mesh (.dae, .obj) Add, remove nodes (also allowing adding nodes directly to 3D model surface so no guesswork on how to position on surface!) Translate, rotate, scale node(s) along an axis Mirror node transformations on other side of car Properties window to edit node/beam properties (including position values) JBeam hierarachy window Show/hide individual 3D model parts and JBeam parts for convenience Render node IDs and color code nodes/beams based on their type Perspective/Orthographic and axis 2D views Undo/redo function If you've got any suggestions, let me know Update #1:
Update #2: Functionalities Added: Added file browser to import desired JBeam/3D model Added node selection functions Pick nodes individually Shift click to pick multiple Selecting them by dragging a box/frustum selector Now able to translate nodes and beams reflect changed node positions!
This is looking really cool! Suggestions/Questions: Will there be a way to move nodes in increments like how in blender you can turn on increment snapping so the nodes position is only 3 characters long or however much you chose? Or some way to tell the program exactly how far to move the node like type a distance? What happens when you have a JBeam with multiple parts, will you be able to change which specific part you're editing? Will it be possible to open multiple JBeams at once?
Thank you! And so yes I'm going to add like a Blender/Unity "properties/inspector" window so you can make precise changes. Right now its only importing the first JBeam part in the JBeam file but later I'll make it import the rest of them and allow you to show/hide JBeam parts. And its actually possible right now to open multiple JBeams at once . Although I haven't implemented a save function to write the edited node positions to the JBeam file yet.
Nice... hope you will add scale, rotate... and etc functions as well as xyz views... bot only 3d...and ability to move nodes in that views. Also will be interested is it possible to read parameters from wheels jbeam and render them like in game, and changing them in editor will show it real time.
Yup I'm going to be adding scaling and rotating a group of nodes also and will be able to change to 2D views and edit in them. Rendering the wheels seems kind of difficult to do since the nodes aren't defined in the files and are generated from some algorithm.
yep... if it will be possible that program can understand wheels parameters and can render wheels according to them on the fly will be cool.
@angelo234 is there any chance you'll make a Linux compatible version or will this be windows only? Looking forward to the release!
Unity seems to support building for Linux so I should be able to make a Linux release without any extra work (I'll make sure it actually works though in a VM)
I like this! About the only suggestion I can really add at the moment would be to potentially add Node and Beam color coding. This has been a part of every N/B editor that was ever made... but all of them never really got fully fleshed. I would go with the current in game color coding. "Draws the beams different colors depending on their type. Regular beams are green, support beams are purple, bounded beams are Yellow." --- Taken from the Wiki
Update #3: Functionalities Added: Orthographic views in all axes Node translation snapping to grid Rendering node IDs Node "inspector" allowing you to edit node properties by hand such as: Node ID Position