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Blender BeamNG.drive JBeam Exporter

Version v0.3.3 Blender 2.80|3.x Downloads Contributors Issues GNU V2

Blender addon to export JBeam files for BeamNG.drive driving simulator.

This is supposed to be used by intermediate vehicle modders, files produced by this exporter should be used as a template and is meant to be tweaked in game.

Demo screenshot

Minimum Requirements

  • Blender 2.80

0.3.3 was tested with Blender 2.93LTS and 3.3

For older version check version 0.2.1 (should be compatible with Blender 2.65-2.79)

Documentation

Documentation and usage is available here on the BeamNG.drive wiki.

Release Notes

Release Notes are available here.

Credits

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blenderbeamngexport's Issues

Add Beam properties

Properties like "beamSpring", "beamDeform", "beamStrength", etc. should be added.

Error Coede

I get an this error code every time i try and export a jbeam. ERROR: Mesh.update(): was called with invalid keyword argument(s) (calc_loop_triangles), expected (calc_edges, calc_edges_loose)

ERROR: Could not create export directories.

Installed Blender 4.0.2 with BlenderBeamNGExport 3.3, got the following error when exporting a mesh:

image

ERROR: Could not create export directories.

image
There is no option to import jbeam files as well.

image
It seems that the add on is checked and active.

Implement flexbodies support

The user could be able to set the flexbody properties of a 3D mesh :

  • Mesh name
  • Flexbody groups
  • Transform (loc, rot, scale)

The transform properties could be taken directly from the blender object properties.

We could use the blender collada operator to automatically export the meshes

Per node naming

Add per node naming, so that we can name the nodes properly inside blender, cause the default numbering isn't good enough.

[BeamNG] Monster Jam Suspension Problems

https://www.mediafire.com/file/tj1s8zbd5sp6gav/Anderson_King_Coil-Over_Shocks.blend/file

https://www.mediafire.com/file/vdyy25cwi2zbdjo/Coil-Over_Shocks.blend/file

https://www.mediafire.com/file/igrfn4rcoav1x1a/King_Coil-Over_Shocks.blend/file

https://www.mediafire.com/file/0nlr031fjwq20hm/CRD.zip/file

https://www.mediafire.com/file/ihosjbndmloc4to/CRD_Blz_5.zip/file

https://www.mediafire.com/file/3p1devlqu764bqn/Elbow_Swaybars.zip/file

https://www.mediafire.com/file/jtn09zkuep22e93/Wolverine.blend/file

(sighs) I've been searching YouTube everywhere for a full tutorial which shows me step by step how to mount all coil-over shock packages properly on every last Monster Jam chassis there is for BeamNG thus far; & even today, I find none. I see no member of Beam-Monsters either able or willing to help me, nor do I see myself accomplishing this task at all without help.

In a special competition I had in mind for BeamNG, there was a rule regarding suspension packages. As for any Monster Jam truck featuring coil-over shocks, the coil-over on every last corner of any Monster Jam chassis [produced for BeamNG] belongs in between its assisting nitrogen bypass shock & any sway bar on the front or rear. Sadly, the only coil-over shock packages properly mounted on any Monster Jam chassis produced for BeamNG are those on the rear of both CRD & CRD 3.0 chasses; & to me, that is absolutely unsatisfactory.

If there is indeed a full tutorial which shows me step by step how to mount all coil-over shock packages properly on every last Monster Jam chassis produced for BeamNG, I'm looking for it. Some other changes are in order as well.

Since neither Anderson shock package is properly placed on either differential's mounts, that's why the Anderson sway bars belong in the Adjustable Addons pack; but I see no way to move them from one pack & place them in another. A parsing error prevents me from importing the Anderson nitrogen shocks & the Bigfoot X Cantilevers into Blender as well, & I'm not sure why.

As for the King coil-over shocks, moving each one's hose is the tricky part.

I'm yet to find out how to apply textures to certain items, such as the elbow sway bars (Anderson & CRC (for the CRD chassis)).

And these are .dae, .jbeam, & .json files we're dealing with.

Shown here is how all coil-over shock packages are properly mounted on a CRD chassis; but on BeamNG, that ain't the case at all.
Coil-Over Shocks

It was done in real competition.
Bad Habit
Gunslinger
King Krunch

It was done on Rigs of Rods.
https://www.mediafire.com/file/gdfkof284mln3vo/WOLVERINE.mp4/file

But why can't it be done on BeamNG as well?

Improve incompatible mesh type message display

Currently the user is notified the selected mesh is incompatible with a checkbox :

props

In terms of UI, this is wrong. A more appropriate way to handle this is by showing a label with an error icon.

Option to backup the already existing file before overwriting

If the JBeam file already exists and is overwritten, the old one is lost. Something we could consider is backup the file before it is overwritten. Example : a JBeam file is overwriten but the export script has an exception, the result is a partially incomplete/broken JBeam file.

One possibility is to increment the extension like blender does :

Before Backup 1 Backup 2
Cube.jbeam Cube.jbeam1 Cube.jbeam2

These backup file could be stored in a folder called 'JBeam backups' in the export folder path.

Rename classes so they match b2.8 convention

See https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Addons#Naming

Currently, there are warnings in the system console :

image

New class names proposition :

Old New
IO_mesh_jbeam_ExporterChoice MENU_MT_jbeam_export
ExportJbeam SCRIPT_OT_jbeam_export
JBEAM_Scene PANEL_PT_jbeam_export
Jbeam_SceneProps PROPERTIES_PG_jbeam_scene
Jbeam_ObjProps PROPERTIES_PG_jbeam_object
JBEAM_Obj PANEL_PT_jbeam_object
JbeamUpdated MENU_MT_jbeam_updated
JbeamUpdater SCRIPT_OT_jbeam_update

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