Blendigo for v0.9

Announcements, requests and support regarding the Blender Indigo export script
neepneep
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Post by neepneep » Sat Oct 13, 2007 11:49 pm

:D :D :D :D

Many many many thanks Smartden!!!!!!

:D :D :D :D

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

pxl666
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more details on the emitter texture bug

Post by pxl666 » Sun Oct 14, 2007 2:02 am

pxl666 wrote:many thanks to Kram1032
u're the man!

but...did i get bug?
i start blender, add cube, UVmap texture on it and so on...try to render but: - see attached pix


what da hell? even if i point this texture within the script itseft ...
hello

so i've done some tests and what i figured is as follows -
- export script works excellent to the point i'm creating an emitter wth texture on it. - then indigo crashes > complaining that is unable to find a texture - paths are fuked up in the .xml

-when i'm unchecking "autorun" button it appears to work fine - exports blend scene to somename.xml somewhere and indigo renders the scene properly (so far...i didnt do excessive tests on it)

so if anybody has similar issue and solved it please help - its somewhat annoying

cheers guys!!

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WytRaven
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Post by WytRaven » Sun Oct 14, 2007 2:11 am

as i said before make sure that blender and indigo are at the same nesting level and that your textures are stored on the same partition so that relative paths work. Best idea is to have all 3 folders at the same nesting level then absolutely nothing can go wrong.
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

neepneep
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Post by neepneep » Sun Oct 14, 2007 3:40 am

Hey Smartden - another request from me if you dont mind :)

I want a mesh object to be dupliverted on 1000's of particle points, but Blender can't handle viewing that many without slowing down to the speed of snot so generally the % in the 'Disp' field (see attached image) reduces the particles in the 3D view but not in the final Blender render -> at the moment Blendigo is only exporting the visible particles points and not the true total amount of particle points :?

Is it possible to have Blendigo read the 'non-visible' particle points too?
Attachments
particles_ss.png
particles_ss.png (5.41 KiB) Viewed 3410 times

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WytRaven
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Post by WytRaven » Sun Oct 14, 2007 3:43 am

geez neepneep you don't ask for much do you?? ;)
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

neepneep
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Post by neepneep » Sun Oct 14, 2007 3:48 am

I have some other requests too but I'm holding off on those for a rainy day :D

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SmartDen
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Post by SmartDen » Sun Oct 14, 2007 4:13 am

neepneep wrote:Hey Smartden - another request from me if you dont mind :)

I want a mesh object to be dupliverted on 1000's of particle points, but Blender can't handle viewing that many without slowing down to the speed of snot so generally the % in the 'Disp' field (see attached image) reduces the particles in the 3D view but not in the final Blender render -> at the moment Blendigo is only exporting the visible particles points and not the true total amount of particle points :?

Is it possible to have Blendigo read the 'non-visible' particle points too?
I will see what i can do. I have to take a look into Blender Python API

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Kram1032
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Post by Kram1032 » Sun Oct 14, 2007 7:24 am

@ neepneep:
for now, at least, you can reduce your particle amount and as very last step, before hitting "export", you can disp 100% :)
Or wouldn't that work?

neepneep
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Post by neepneep » Sun Oct 14, 2007 11:34 pm

Kram1032 wrote:@ neepneep:
for now, at least, you can reduce your particle amount and as very last step, before hitting "export", you can disp 100% :)
Or wouldn't that work?
it might except it takes a couple minutes for a click on a button to register :|

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Kram1032
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Post by Kram1032 » Sun Oct 14, 2007 11:55 pm

yep...
but as I said "for now" ^^

I can work with maximized particles, at 100 disp, but only without moving around the 3Dview and with 10min to hit a button xD

pxl666
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Post by pxl666 » Mon Oct 15, 2007 7:45 am

WytRaven wrote:as i said before make sure that blender and indigo are at the same nesting level and that your textures are stored on the same partition so that relative paths work. Best idea is to have all 3 folders at the same nesting level then absolutely nothing can go wrong.
i have it done that way - wont help....

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WytRaven
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Post by WytRaven » Mon Oct 15, 2007 9:24 am

well doing that should have allowed blendigo to use relative paths that are exactly the same from it's point of view as indigo's...
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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Kram1032
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Post by Kram1032 » Tue Oct 16, 2007 2:56 am

It was a bug ;)

grasshopper
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Post by grasshopper » Tue Oct 16, 2007 11:11 am

Hi, I'm new to indigo, but have been using blender for quite a while. I've been trying out a few different renderers for a while, and have finally decided to give indigo a try. I've always been very impressed by images I've seen from it, but was put off by what I thought was the lack of support for it in blender... that is until I came across blendigo, which looks like exactly what I want. Also, the forums here seem to have a lot of activity, which is a good sign...

So, I have one question so far. I've downloaded the latest version for 0.9test4 and for some reason I've also downloaded indigo 0.9test8 instead of test 4, which I realise the script was not designed for, but hey, why not try? I can load the blendigo script fine, but when I try to preview materials, it loads up indigo correctly then indigo gives me an error:

"SceneLoaderExcep: TinyXmlWrapper: couldnot find element 'gamma' in element 'rgb'"

Is this a compatibility issue between the script and indigo versions? The obvious answer is for me to install indigo0.9test4 and try it, but before I start installing multiple versions of indigo, does someone know what is the maximum version that blendigo will work with so far?

Many thanks in advance for your help, and thanks for what looks like it will be an excellent exporter, once I figure out how to use it properly!

Edit: I just tried with indigo version 0.9test4, and got the same error message. It's only when previewing. Hitting "export scene" works fine. Looks like I've set something up wrong - any ideas?

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CoolColJ
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Post by CoolColJ » Tue Oct 16, 2007 1:52 pm

you probably have an older version of Blendigo

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