Blendigo for v0.9

Announcements, requests and support regarding the Blender Indigo export script
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8tintin
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Joined: Sun Jan 14, 2007 12:04 am

Post by 8tintin » Sat Aug 04, 2007 1:48 am

Caronte wrote: Hi, 8tintin ;)
When you save your .blend the indigo settings are saved too :D as you can see if load the .blend and start Blendigo again ;)
Wonderful!!! This is better that a save-load button :D

Thanks Caronte!! :wink:

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alenofx
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Post by alenofx » Sat Aug 04, 2007 8:56 am

There are other 2 little problems:

"Indigowrapper.conf" must be named "IndigoWrapper.conf" with the "W" upper case.

If an object is deleted and there are NONE selected, the script returns "NameError: global name 'activeObjectMat0' is not defined"; just select another object to get rid of the error.

:o

tweeby
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Joined: Sat Apr 21, 2007 4:36 am

Request?

Post by tweeby » Mon Aug 13, 2007 4:40 am

I've got a request for Blendigo if it's possible i've read that max has got an automatical animation exporter i'm not good at explaining so i found the thread you can read about it here, it's Suvakas's third post in the thread.

http://www.indigorenderer.com/joomla/fo ... php?t=2339

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drBouvierLeduc
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Post by drBouvierLeduc » Mon Aug 13, 2007 5:27 am

I have another small, tiny, microscopic request :
It seems the 3ds max exporter has a very nice feature to create a foggy atmosphere : it automatically creates a cube containing the entire scene, with a sss medium. Didn't tried it myself, but I've read it in the forums.
I'd love to see the same option in blendigo.

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SmartDen
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Post by SmartDen » Tue Aug 14, 2007 1:53 am

Updated...

tweeby
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Post by tweeby » Tue Aug 14, 2007 2:27 am

Thank you thank you for implementing the animation feature but what should i exactly type into the indigowrapper.conf so it launches a new scene after specific amount of samples :??

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SmartDen
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Post by SmartDen » Tue Aug 14, 2007 2:39 am

tweeby wrote:Thank you thank you for implementing the animation feature but what should i exactly type into the indigowrapper.conf so it launches a new scene after specific amount of samples :??
Nothing, it will be started automatically.

tweeby
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Post by tweeby » Tue Aug 14, 2007 2:47 am

Ooohhh now i get it you rock man now i can start doing animation tests :D.

zuegs
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Post by zuegs » Tue Aug 14, 2007 4:36 am

Hey SmartDen,
THANKS A LOT for keeping the Blendigo script up to date. GReat work :!: :!: :!:
:D :!: :D :!: :D
:!: :D :!: :D :!:

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SmartDen
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Post by SmartDen » Tue Aug 14, 2007 6:37 am

zuegs wrote:Hey SmartDen,
THANKS A LOT for keeping the Blendigo script up to date. GReat work :!: :!: :!:
:D :!: :D :!: :D
:!: :D :!: :D :!:
I just continue your work. ;)

blendergat
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Post by blendergat » Tue Aug 14, 2007 4:29 pm

thanks for the latest update, I see you added some hints like "no light source in the scene" I did not realize that a point light is not considered as a light source in indigo, because there is no such thing as light from one point. Now I can finally use it again!

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SmartDen
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Post by SmartDen » Wed Aug 15, 2007 2:13 am

Updated with some minor changes for animation export

Shall i make it possible to render several animations concurrent? It should mean each animation get own frames file and own starter file. So you can start, interrupt, edit and continue your animation at each time

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Kram1032
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Post by Kram1032 » Wed Aug 15, 2007 2:31 am

every new possibility is useful, as long as the the GUI doesn't explode :)

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SmartDen
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Post by SmartDen » Wed Aug 15, 2007 3:04 am

Kram1032 wrote:every new possibility is useful, as long as the the GUI doesn't explode :)
It doesn't will explode. All will be happens in background

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Kram1032
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Post by Kram1032 » Wed Aug 15, 2007 3:07 am

Yes, that's what I meant, more or less :)

Add it :D

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