DEV-thread - Blendigo v0.7 - material-editor-exporter

Announcements, requests and support regarding the Blender Indigo export script
dmn
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Re: SceneLoaderExcep: The Mesh 'object_6437_copy_.247' tried

Post by dmn » Wed Apr 11, 2007 2:23 pm

enricocerica wrote:
dmn wrote:Using Blendigo, I am getting the error:
SceneLoaderExcep: The Mesh '***' tried to use the material '***', which has not been defined.
I opened up the xml and indeed the light materials have not been exported. For some reason this is only occurring with the light materials in my file. I could write them manually, and the file would work. Would be neat to have the code for each material displayed in the export window so you could copy/paste and understand what you are doing with the code, and so you can chunk it in and modify the xml if you don't want to reexport the whole thing. :D
I had the same problem and in my case it was due to the fact that the mesh light was part of a multi materials object. I had to separate the mesh light part using the P key in edit mode and remove any other material link in this object to get it working.
In my modeling program I had the light fixtures as symbol instances(blocks/ references/so on). When I imported them into blender, all the shades were one group, all the light meshes were one group, and so on. I wouldn't expect that the original symbol structure would remain, but looking at the xml, each fixture is a group. And the funny thing is I already did the P key when I flipped the normals.

dmn
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Re: SceneLoaderExcep: The Mesh 'object_6437_copy_.247' tried

Post by dmn » Wed Apr 11, 2007 2:39 pm

dmn wrote:Using Blendigo, I am getting the error:
SceneLoaderExcep: The Mesh '***' tried to use the material '***', which has not been defined.
I opened up the xml and indeed the light materials have not been exported. For some reason this is only occurring with the light materials in my file. I could write them manually, and the file would work. Would be neat to have the code for each material displayed in the export window so you could copy/paste and understand what you are doing with the code, and so you can chunk it in and modify the xml if you don't want to reexport the whole thing. :D
:roll: :oops: Don't want to confuse anyone reading this thread trying to understand the indigo xml files (like myself). light meshes are not given <material>s, they are marked as <meshlight>s as opposed to normal meshes which are assigned <materials> and marked as <models>. Did I get that right, or did I confuse more people? :twisted:

dmn
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Post by dmn » Wed Apr 11, 2007 3:24 pm

5OnIt wrote:@DaveC - Thanks for the file. I still don't understand all of it but I'm noticing things here and there.

One major thing I don't understand is what affects the scale of the tile? I notice if I make my tile 600 x 600, it renders the same size as if I have it 24 x 24. Right now I'm just editing the XML code like this..

Code: Select all

<material>
		<name>Default</name>
		<phong>
			<diffuse>0.800 0.800 0.800</diffuse>
			<ior>1.500</ior>
			<exponent>9100.000</exponent>
			<albedo_texture>
				<uv_set>uv</uv_set>
				<path>GreenCheckers.png</path>
				<exponent>2.300000</exponent>
			</albedo_texture>
		</phong>
	</material>
DaveC wrote:The size of the image of the tile doesn't make any difference. It's how it's mapped on to the model. If you map one plane to an image, that image will fill that one plane. No matter how big the image is. You need to look on the blender docs about UV mapping.
[/quote]


The process for this is:
3D View,
Object Mode: select object>UV Face Select Mode> select face to be uv mapped
UV/Image editor,
A-Key(select all)> Image, open image (load the desired texture)>R-Key(orient face on texture)>S-Key(scale face to texture)
3D View
>Object Mode
:End
And you still have to load the texture into the albedo/bump/exponent parameters in the Blendigo window...

Image
Image
Last edited by dmn on Wed Apr 11, 2007 6:26 pm, edited 1 time in total.

zuegs
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Post by zuegs » Wed Apr 11, 2007 6:02 pm

hi dmn:
regarding "SceneLoaderExcep: The Mesh '***' tried to use the material '***', which has not been defined": please try with latest exporter i uploaded 9h ago. It should create dummy materials for lights. I still can't really understand why for you this don't work, perhaps you best send me a small blender-scene i can test :wink: .

regarding UV-mapping: indigo only uses UV-mapping! So just do a nice UV-map for your object in blender, set the albedo/bump/exponent texture in blendigo and it should work... :roll:

@DaveC:
Yup, no problem :)

dmn
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Post by dmn » Wed Apr 11, 2007 6:38 pm

wow thanks Zeugs. I wasn't expecting you to modify that at all, and certainly not so quickly. I'll try the new exporter.

Oh and I'm not having the problem with uv scaling and rotating recur, so it must have been something i did to delete uvs, probably when I was joining everything and flipping the normals out. Yes, looks like I will be getting very familiar with the UV mapping for now, even though most of what I have is square.

And yeah everything DaveC said :wink:

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DaveC
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Post by DaveC » Thu Apr 12, 2007 10:35 am

Hi, Zuegs.

I downloaded 0.7test7beta1 of your script, and noticed that when I preview a material, if I use my materialpreview.igs file, it still exports the material as previewmaterial.xml and not .igs

This behaviour is confusing for someone of my age and limited intelligence and I would appreciate very much if you could make your script export the material to be included with the same extension as the material preview script.

Jeez. I'm sure I could have said that with less words.

Thanks again Zuegs, for all your work :D
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F.ip2
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Post by F.ip2 » Thu Apr 12, 2007 10:48 am

DavidC get a brain upgrade man ;)



Zuegs, any info about the RGB value issue I have? Guess I need a brain upgrade on my own.
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daniel_nieto
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Post by daniel_nieto » Thu Apr 12, 2007 1:18 pm

i think there's a problem with v0.7t7 beta 1b on the preview feature, i got the "global name relMatsfn is not defined" error, i'm working on blender 2.43 and Indigo 0.7 t7 and i've already setup the Indigowrapper.conf allright, and when i render it's all ok, but when i tried to preview the material i got that error, i saw that just matsta had this problem and apparently he fixed it by writting the real path of indigo, I did that, of course, but it throws the same error, then i thought -"well it's maybe the 8-bits restriction thing" and i renamed the directory where indi is installed to a name of no more of 8 characters, well, it didnt work, being this close to give up, because i even open the exporter code to see wich names it had to has and rename the materialpreview.xml or something... everything was fine, then just for test, i downloaded v0.7t5 beta 5b and i pushed the preview button and guess what... yeap, youre right, it worked, i dont know if somebody has notticed that, or it's only me...

BTW, i didnt change a thing when i installed the older version of blendigo :shock:
Image From México, Daniel Nieto .·.

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joegiampaoli
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Post by joegiampaoli » Thu Apr 12, 2007 2:04 pm

I think this is all a what is called "automatic smooth" transition of a version to another DaveC, yes I was getting all confused about this xml-igs stuff, I told my material preview scene to load materials included in the materials igs file, deleting the xml one and seeing it would not render properly and seeing it would create its own xml one, it appears it depends on both, kinda weird....

I wish a brain upgrade like F.ip2 recommends would be as easy but there are no upgrades for these "old" machines, I dont think mine is even a mathematical one (Maybe some old socket model).

daniel_nieto maybe something you need to check in your material preview scene code, might be dragging some 0.6 code into the 0.7, not sure, I have not had this problem at all, but have been hassling a little with this xml-igs like DaveC mentioned until I got a grip on it, and running on wine in linux is a little more of a hassle.... like if i run indigo directly now with wine it can't load the inifile, kinda strange....
Joe Giampaoli
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Kram1032
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Post by Kram1032 » Fri Apr 13, 2007 12:52 am

These old machines are tons, lightyears, normal years and so on more effective than computers :D
Without the creative part, that's completely missing in the computer, you don't get ANY reasonable scene ;)

In fact, if a programmer has to think like a computer, that means that he has to be able to smalls his mind down. - which is much more intelligent and hard to do, than a computer ever will get (otherwise, it will just destroy all humans and other life and.... :shock: )

paulo_gomes
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Post by paulo_gomes » Fri Apr 13, 2007 4:16 am

hi, can you please tell me how do i activate the image browser on the script? There's a new experimental build with the new image browser for blender, and it's fast.

https://projects.blender.org/tracker/in ... 9&atid=127

zuegs
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Post by zuegs » Fri Apr 13, 2007 4:19 am

@F.ip2:
currently all RGB values are multiplied py the "gain" value that should be located near to the RGB sliders. So the RGB color-picker-field should show you how the color will look like. With the "gain" slider you set the strongness of the color used by indigo. If you wan't do know which values are exported to the ".igs", just multiply the RGB slider values with the gain value by mental arithmetics or just open the file :wink: . With this you should be able to create any RGB values bigger than just [0..1]. Or have I missed something? :roll: :?

@DaveC:
will ask Ono if ".igs" file extension for <scenedata> include files is ok.

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DaveC
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Post by DaveC » Fri Apr 13, 2007 4:23 am

ok, zuegs. of course, if it's going to be .xml, or whatever it is going to be, it might be an idea to mention it on here. I think.
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zuegs
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Post by zuegs » Fri Apr 13, 2007 7:44 am

SMALL UPDATE to v0.7t7 beta 1c

- additional rendersize-options 150%, 200%
- ignore objects without faces
- primitive sphere diameter fits inside mesh bounding-box

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DaveC
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Post by DaveC » Fri Apr 13, 2007 7:56 am

Excellent. I'll try this with exporting mancandy :D thanks, zuegs.
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