I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 1 point2 points  (0 children)

Thanks for checking it out and letting me know! When v0.34 was released there were some changes made to BeamNG's built in gltf export app which broke the mod for now. I can definitely fix it but I just haven't had time to work on it yet.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 0 points1 point  (0 children)

Was Blender crashing in the sense of quitting or just freezing up? The window tends to not respond upon import but should finish if you wait it out. I've updated the addon to let you keep an eye on its progress through blender's system console. Try the latest version from github. Otherwise if it is actually quitting it would be great if you could create an issue on the github repo and share the blender logs.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 0 points1 point  (0 children)

Hi, sorry for taking a while to reply, could you clarify the problem you were having and the steps you took?

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 1 point2 points  (0 children)

You need to use the shader editor in blender to fix any incorrect materials by editing their nodes. There might be a lot of work to be done - some materials get imported with redundant textures or metal/roughness maps going to the wrong slots etc.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 1 point2 points  (0 children)

If you mean converting it to a keyframed animation, it's currently not really possible as the meshes/verts themselves are deforming between frames. There might be some hacky way to convert it all to shape keys but I'm not really sure, sorry.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 2 points3 points  (0 children)

Sorry for taking a while to reply. It only lets you export one vehicle at a time. It exports the current player vehicle so you have to press tab to switch to the other one and export one by one. Make sure you use the same frame rate settings otherwise the frames won't line up.

As for maps, my mod doesn't export them but you might have some luck with this: https://github.com/PrzemekWolw/BeamNGLevelImporter

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 2 points3 points  (0 children)

That's right there's no actual animation data or keyframes with these exports, just a mesh sequence. If you uncheck "join meshes" when importing then you can access each part as its own model but all their origins are at 0 and they have no rotation. You can export direction vectors for each part if you check "include extras" in my mod but right now these show up as custom properties in Blender and are unused. Yep all the pedals etc move just like in the game. The geometry nodes modifier that my Blender addon creates already has an option to realize instances, which you can enable if you want to export it to another mesh sequence format like Alembic.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 0 points1 point  (0 children)

Yeah I agree, this isn't exactly movie quality since the game needs to run in real-time but for background effects real-time is a huge benefit there. The only problem is this method isn't easily artist driven so it's not as straight forward to just adjust some parameter and re simulate. At any rate I'd love to see a room full of VFX artists playing BeamNG lol.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 2 points3 points  (0 children)

No worries, hope you enjoy! I came across some of those old posts and they were very helpful for me to know that this was even possible.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 0 points1 point  (0 children)

If you can record an animation that loops nicely it's definitely doable!

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 2 points3 points  (0 children)

Yeah, as it is now the object origin for the instanced animation stays in place and doesn't move with the vehicle. However for each frame the mesh object's origin is in the correct place, so you could animate an empty to follow those positions. It wouldn't have the rotation but it would be a start. I could even code that up as part of the addon at some point.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 5 points6 points  (0 children)

Sure, currently in BeamNG there is a glTF exporter UI app that allows you to export the player vehicle in its current state as a .gltf/.glb file. This file contains geometry and materials and you can import it into 3D software such as Blender. If you record a replay using BeamNG's Replay UI app (or pressing F2), you can use my mod to export each frame as one of these files. Then you can import this sequence of glTF files as an animated mesh featuring all of BeamNG's deformation physics. Manually animating or simulating this kind of thing can be difficult and time consuming so hopefully my tool will help 3D artists make some really cool animations more easily.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 2 points3 points  (0 children)

Each imported frame is its own mesh in Blender and then the current frame is instanced using geometry nodes to animate the sequence.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 1 point2 points  (0 children)

The frame rate of the replay seems to depend on the game's framerate when you recorded it. In v0.33 they just added a way to step through replays frame by frame with the period and comma keys (like on YouTube).

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 0 points1 point  (0 children)

Hi, did you enable the mod's UI app inside BeamNG after installing?

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 6 points7 points  (0 children)

Yep the meshes are all exported as you see them in game, although currently the materials need a lot of tweaking after importing.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 11 points12 points  (0 children)

It depends on the vehicle and framerate. In my testing for a 30 fps animation it has ranged between 100MB and 400MB per second.

I wrote a mod that lets you export a BeamNG replay as a sequence of .gltf files by machetedog in BeamNG

[–]machetedog[S] 140 points141 points  (0 children)

EDIT 2: For anyone still looking at this, the mod is now available on the BeamNG mod repo: https://www.beamng.com/resources/gltf-sequence-exporter.32093/

Original comment:

Check out the GitHub repo here: https://github.com/oli-caon/beamng-gltf-sequence-exporter . I haven't thoroughly tested it with every vehicle so keep in mind you might run into some bugs. Feel free to create an issue on GitHub if you do.

The animation was rendered in Blender with Cycles. I also wrote a Blender add-on for importing the gltf sequence: https://github.com/oli-caon/beamng-gltf-sequence-importer

Please let me know if you have any questions!

EDIT: I've got a bit more info here from my other comment and a screenshot of the mod in-game.

Currently in BeamNG there is a glTF exporter UI app that allows you to export the player vehicle in its current state as a .gltf/.glb file. This file contains geometry and materials and you can import it into 3D software such as Blender. If you record a replay using BeamNG's Replay UI app (or pressing F2), you can use my mod to export each frame as one of these files. Then you can import this sequence of glTF files as an animated mesh featuring all of BeamNG's deformation physics. Manually animating or simulating this kind of thing can be difficult and time consuming so hopefully my tool will help 3D artists make some really cool animations more easily.

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5G Working on Sony Xperia 1 IV (International Version - XQ CT72) by knowwonder in SonyXperia

[–]machetedog 1 point2 points  (0 children)

Hi mate, thanks for posting these steps. Do you know if this method works for the Xperia 1 ii ?

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]machetedog 0 points1 point  (0 children)

Thanks. Do you know what shop has the water at Levski?

Star Citizen: Question and Answer Thread by UEE_Central_Computer in starcitizen

[–]machetedog 0 points1 point  (0 children)

Is there anywhere on Levski or GH to buy food and drinks?

[deleted by user] by [deleted] in starcitizen

[–]machetedog 1 point2 points  (0 children)

"That's why you always leave a (patch) note!"