mine just don't work i dont know why, i click in install in the blender add-ons section and select it, after that it says that the add-on is installed but it doesn't shows up (sorry for bad english maybe)
So I found something... dunno if anything should even be done about it or not but I will bring it up regardless and then yall can figure out if its worth bothering with. I have attached the file in question. So basically I have a variable that can adjust a node position in this suspension file, and then a little bit of math to make it work. Naturally I think the importer is just looking at node values directly and can't actually execute the equation. In this instance this "could" technically be solved because I have the variable in the actual file it is used in. This isn't always going to be the case of course though. Perhaps if this is encountered, it could throw a notification out telling you why it couldn't import it and then show you the line that it didn't like? I don't know how easy that is to code though. As for this specific example, I do suppose that there could be an if statement that runs when it imports the cords of each node... if it encounters a variable like this, it could search the file for that variable, and then grab the "default" value for the variable, and then solve the equation. I don't have a clue how that would work on export however... and perhaps it just won't... and in that case, back to just throwing the error. I don't know if any in game vehicles use node offsets in this manner or if I just made something stupid here, but it works in game perfectly, thus why I did it. For anyone curious, this is the section in question causing the import error. Code: //Tie Rod Mounts {"nodeWeight":12.247}, //Drivers Side {"group":["hub_FL","SteeringSystem"]}, ["fh4l", 1.02050, "$=($steerangle_F*-1)-1.61200", 0.42000], //Passenger Side {"group":["hub_FR","SteeringSystem"]}, ["fh4r", -1.02050, "$=($steerangle_F*-1)-1.61200", 0.42000],
Oh yeah, currently it can't handle expressions. I'm currently looking into handling expressions actually. And soon allowing you to import the full vehicle, to handle variables outside of the JBeam file.
Probably another case of this? You should download only the .zip from the releases page. https://github.com/BeamNG/Blender-JBeam-Editor/releases/tag/v0.1.3
Thank youuu, now i can finally relax my eyes after making nodes with such a long name that i cant see the model XD
i think i tried to install the 1.2, i wasn't working then i tried the way that Blenux said and it worked
Hi, I just tried it out for the first time! Placing nodes worked perfectly, but sadly it seems that it didn't export edges as beams/faces as triangles (if they have 3 points). Did I do something wrong or is this just not implemented (yet)?
Thank you devs for this tool, it was highly anticipated and it will make our life so much easier if all the necessary features will be implemented, I can't wait to see this thing progress. A little sidenote on the node renaming stuff: keep in mind that currently it only renames them in the "nodes" section, leaving everything else intact, which means the freshly renamed nodes will not be connected to anything.
Thanks for trying it out Yeah currently it only can edit node section stuff. In the future it will be able to modify references outside of the node section. Especially when I get the full vehicle importer working, since nodes can be referenced in a different part. But yeah this tool is WIP for the moment.
wait i might be trippin, but when i made some new nodes in a existing jbeam, and made the beams using "make a new edge/face" and then exported it, and it automatically made triangles, is that a new update or am i just lucky XD edit: nvm the triangles were already there but the nodes just wasnt XD, it doesnt make triangles automatically lol
Can you add a feature to import all jbeam files too so we can rescale everything and export everything at once? Let's say i wanted to rescale my car mod i need to import and export 30 different jbeam files or however many?