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CraftImport
In order to import craft files, io_object_mu
first needs to know where to look for KSP's data files. This is achieved by configuring the KSP GameData
directory in the addon's settings panel (see Installation).
The craft importer understands KSP's part config files, including MODEL nodes, and because it uses the actual .mu
import code to load the models, any part for which the component models can be successfully imported manual can be imported.
Also, Module Manager is supported: when reading KSP part config files, the craft importer first checks for Module Manager's ModuleManager.ConfigCache
and if found, parses that instead of the .cfg
files scattered throughout GameData
. This does indeed mean that modded are supported.
However, KSP's variants and other part-switching mods are not yet supported.
Once imported, the craft is presented as a single monolithic object: the individual parts, submodels, etc cannot be selected. This is for ease of manipulation of the entire craft. However, it is possible to access everything down to the individual meshes:
- In blender's outliner (upper right corner panel in the default layout), select "Scenes" in the second dropdown (defaults to View Layers, looks a little like a pile of photos), just to the left of the search box.
- Click on the mu_utils scene to switch to it, and also open it by clicking its triangle.
- In there, you will find Scene Collection: open it.
- Under that, there is craft_collection, which is where the assembled craft is stored (in its own collection under craft_collection). You will have to enable display and selection for the collection (this may require adjusting the collection filter settings via the funnel icon).
- You will also find loaded_parts which stores assembled parts (some parts are built from multiple models) and loaded_models (the actual models as loaded from .mu files).