Hello, as you all might know, I'm creating a Audi R8 for Beamng. But 1 slight problem. I have the JBEAM plugin for blender but when I go to export my parts, I get that error below. May I have help setting up a export folder, that would be amazing.
This took me a little while to figure out, it's all in the error, you need to define where it exports the jbeam file. 1. Go into the scene tab in Blender. 2. Under jbeam export, define a directory.
Oh my god, thank you VERY much. can finally get the BETA of my car released. I will put credit to you in the desc.
Technically, without your help, this wouldn't get to BeamNG. It's major to me. --- Post updated --- @Inertia So this is what i Have in my folder so far. What do I need next? (To put it in game) I really dont care about crashing. I just want a drivable model.
A lot of work is ahead of you, I suggest reading through the wiki and learning as much as possible, in Beam you can't really do a quick vehicle, it is far more complicated than that.
@Inertia So this is what i Have in my folder so far. What do I need nex I have everything ready. Just not showing up in game.
As I said, you need to do more learning. Unlike most games, BeamNG doesn't consist of 1 model, 4 wheels and a standard collider, it is FAR more complex. I suggest starting here: Introduction_to_Vehicle_Creation
I have the blender addon but cannot for the life of me get to the addon for exporting I have watched so many videos so help
Select mesh you want to export, then choose file -> export -> Collada Choose your path and filename. Make sure to check these options: You should have .dae file in your chose folder that contains your mesh. BUT, there are few things that can go wrong. If you do above exporting correctly, but it does not work... 1st check that you have done this: 2nd check that name of mesh is what you except and not something like Cube etc. From top right rename your mesh by right clicking it's name (selected mesh will glow white in a list): BeamNG will care only about that name, what you will name .dae file has absolutely no meaning to anything. 3rd have your flexmesh section in jbeam file to have name you renamed your mesh to, or whatever name your mesh has in Blender. 4th is material issue, name of the material in Blender goes to materials.cs files MapTo line, nothing else matters really, but that is what defines which material your object will receive, make sure it is unique to that material. 5th are reference nodes, having them wrong can get your mesh appear under the ground, https://wiki.beamng.com/JBeam_Reference#refNodes If all of that is correct, then rename mesh again in Blender to something else, I have had it so that had to change name and puff all of sudden it started to work. So if paths and names are correct, there is not much else to it.
I am working on my first vehicle, have been unable to open Blender until I got a new computer, and when I try to export thru collada doing all of what I see you need to do, @fufsgfen , I get a .dae file that apon opening with Notepad++, this is what I get: However, the BeamNG "Introduction to Vehicle Creation" page, says it should look like this: So I am curious as to what I have to do to translate the first image to look like the second, or how else I would have to import it to get it to look like that.
It does not instruct to export as Collada, it does instruct to export jbeam using jbeam exporter, at the beginning it gives 4 links to tools and it seems you have missed number 4 and instructions on that number 4 link.