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@ -1,27 +1,49 @@
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# geopy
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Python tools for manipulating .geo files, and Blender add-on for exporting .geo files.
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A Blender add-on and Python tools for manipulating .geo and .anim files.
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# Blender Add-On
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The Blender add-on allows you to export .geo files.
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The Blender add-on allows you to:
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- export .geo files
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- import .geo files
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- import skeletons from skel_*.anim files
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## Installing the Add-On
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1. Download geopy-v0.2.1.zip
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1. Download geopy-v0.2.5.zip
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2. In Blender open "User Preferences" then select the "Add-ons" tab.
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3. Click the "Install Add-on from File..." button and select the downloaded zip.
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4. Enable the add-on and click the "Save User Preferences" button.
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## Using the Add-On
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###Exporting models
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1. Select the meshes to export in object mode.
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1. Select 1 or more meshes to export in object mode.
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2. From the menu select File->Export->"City of Heroes (Feet) (.geo)" (or "City of Heroes (Meters) (.geo)" if your meshes have been scaled in meters).
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3. Browse to the file you want to create and click "Export GEO".
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## Notes
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Notes: Models are exported with the name of the mesh they come from, so having the meshes named correctly is recommended.
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Models are exported with the name of the mesh they come from, so having the meshes named correctly is recommended.
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### Importing models
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1. From the menu select File->Import->"City of Heroes (Feet) (.geo)" (or "City of Heroes (Meters) (.geo)" if your converting to meters).
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2. Browse to the file you want to import and click "Import GEO". All models in the .geo file will then be imported.
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Note: A model's name is expected to be in the format of "GEO_<bone>_<name>", where <bone> is the bone the model will be anchored to.
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Note: If multiple armatures exist, the armature you wish to use must be selected. Otherwise it will use the first armature it will find.
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Note: Presently LOD models are excluded from imports.
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### Importing skeletons
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1. From the menu select File->Import->"City of Heroes (Feet) (skel_*.anim).
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2. Browse to the file you want to import and click "Import".
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Note: A new aramature will be created using the name found inside the file.
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Note: The import will fail if the .anim file is missing a skeleton hierarchy.
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# Tools
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