Exporter update ..

Announcements, requests and support regarding the Blender Indigo export script
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u3dreal
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Exporter update ..

Post by u3dreal » Sat Dec 30, 2006 12:12 pm

Hi all you exporter writers...

since i switched to Blender and now learning python i would like to do some reorganization of the Gui and add some features...

If anyone is about to write a new version of the blender exporter
plz let me know so we can organize and we don't do the same stuff

cheers

u3dreal ;)

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afecelis
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Post by afecelis » Sat Dec 30, 2006 4:47 pm

mmm.... goodie! 8)
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

zuegs
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Location: switzerland

Post by zuegs » Sat Dec 30, 2006 9:32 pm

Hi u3dreal

welcome to Blender ;)
I'm out for the next 3 days... "HAPPY NEW YEAR"... feel free to push blender-exporter to new dimensions :D

Someone is working on a "Render"-Button that evokes Indigo out of the Exporter... and there are some wishes for "auto-smoothing" i think but I don't know if someone works on this (this would not be a easy feature :cry: )

Leope has done much work in last versions of the exporter, i don't know if and what he is working on currently.

Nice to get some additional support and ideas, thanks u3dreal :D

regards zuegs

Phil
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Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Post by Phil » Sat Dec 30, 2006 10:34 pm

Hi u3dreal,

I made some little test with the exporter:
http://www.indigorenderer.com/joomla/fo ... .php?t=768

It would be nice to see some new funtions in the exporter :D

Is there a wish list or a roadmap somewhere?

Regards, Phil

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u3dreal
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Post by u3dreal » Sun Dec 31, 2006 1:25 am

zuegs wrote:Hi u3dreal

welcome to Blender ;)
I'm out for the next 3 days... "HAPPY NEW YEAR"... feel free to push blender-exporter to new dimensions :D

Someone is working on a "Render"-Button that evokes Indigo out of the Exporter... and there are some wishes for "auto-smoothing" i think but I don't know if someone works on this (this would not be a easy feature :cry: )

Leope has done much work in last versions of the exporter, i don't know if and what he is working on currently.

Nice to get some additional support and ideas, thanks u3dreal :D

regards zuegs
Well first of all HAPPY NEW YEAR TO YOU AS WELL !!!!

I think psor made the workaround and it works quite well...

Yes autosmoothing seems not very easy but well i know blender too
few to say anthing about that right now..

cheers

u3dreal ;)

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u3dreal
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Post by u3dreal » Sun Dec 31, 2006 5:20 am

Ok python does not seem as simple ;)

well i tried to add a simple Number Button for HaltTime....

When i do this in a little test script all works fine...

but it seems that when adding it to the current indigoexporter
i can't get it to work...:(

I'm just learnign for the moment so i would greatly apprechiate if
someone could have a look on what is wrong...

here is my little test

You can find the lines i added by searching for "###u3dreal"

I'm getting nuts so i decided to post here ...i'm sure it's not much ..
but it won't work ...:(

cheers

u3dreal ;)

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jurasek
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Re: Exporter update ..

Post by jurasek » Sun Dec 31, 2006 9:02 am

u3dreal wrote: since i switched to Blender ...
finally you left the dark side;>
greetz,
jur

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u3dreal
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Post by u3dreal » Sun Dec 31, 2006 10:01 am

Befor i was blind now i can render..

Yes NOW i see the light ;)

cheers

u3dreal ;)

Jananton
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Joined: Sun Dec 31, 2006 12:56 pm
Location: Amsterdam, The Netherlands

Post by Jananton » Sun Dec 31, 2006 1:42 pm

u3dreal wrote:Ok python does not seem as simple ;)
Well, I've been programming in C and C++ for approx 21 years and I think you're right 8)

On the other hand, it's a very condensed structured powerfull language that does ommit a lot of typecasting and assigning of types, what makes it quite confusing for types like me to just read the code and understand what's happening. :wink:

Personally, I'm just getting to grips with using Indigo and Blender, and the first thing I noticed is the impossebility to enter a value for the Sky gain with more then four digits behind the decimal point. Ihmo this implies that a combination of Sky lighting and mesh lighting always needs editing of the xml export to get things in balance. This is obviously a blender python GUI question, that should be adressed.
I'm running a test at the moment with a simple scene combining both lighting features, but at the look of it right now it will take some hours yet :D to complete.

So, seasonal greetings and happy landings in 2007,

Jan

Phil
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Location: St. Wendel, Germany

Post by Phil » Sun Dec 31, 2006 9:30 pm

Hi

@u3dreal



The indentation is a problem in Python

This works:
---------------------------------------------------------------------------
###psor's add
global ExecuteIndigo
ExecuteIndigo = Draw.Toggle("Exec. Indigo", evtNoEvt, 355, 25, 85, 18, ExecuteIndigo.val, "Execute Indigo and render the saved .xml file")
###END

###u3dreal's add
global HaltTime
HaltTime = Draw.Number("Halt Time", evtNoEvt, 450, 25, 150, 18, HaltTime.val, -1, 2000, "Set the Halttime")
###END u3dreal
----------------------------------------------------------------------------
I removed a tabulation on your 2 lines, global must be vertically aligned
I can not show this in HTML :(

Regards, Phil

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u3dreal
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Post by u3dreal » Mon Jan 01, 2007 1:46 am

Thanks Phil !!!

So if only this was the problem i have hope again ;)

Ok i converted spaces to tabs and vice versa and now it works..
:) ;?

can you give me a more detailed explaination on the Phil .. or maybe
a website where i can have a look ...

I still didn't get it really. ;(

Would it make sence to start always from the beginning of a line and then use tab to align ??

cheers

u3dreal ;)

Phil
Posts: 154
Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Post by Phil » Mon Jan 01, 2007 2:04 am

Hi this should be a good begin:

http://en.wikipedia.org/wiki/Python_syn ... _semantics

Have a particular look between the difference with C and Python.
I also do not like this, it is also confusing for me :(

Tabs or space should not be the problem, this is probably depending on your favorite editor, some convert tabs to space and vice versa.
(I am not really sure :?)

Regards, Phil :wink:

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Silverman
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Post by Silverman » Mon Jan 01, 2007 9:49 pm

When you consider a wish list please think about exporting mesh objects as separate xml files so they can be used again without creating a scene in Blender. This gives the user a set of objects that can be easily re-used and lets Indigo/Blender users edit the basic scene file without loading the extensive xml files that define the geometry of mesh objects.

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u3dreal
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Post by u3dreal » Tue Jan 02, 2007 2:40 am

Hi Silverman,,

since this is part of M2I already i sure would like that feature
in Blender exporter as well ... no worries it's on my internal list.

cheers

u3dreal ;)

Jananton
Posts: 66
Joined: Sun Dec 31, 2006 12:56 pm
Location: Amsterdam, The Netherlands

Post by Jananton » Tue Jan 02, 2007 5:03 am

u3dreal wrote:Would it make sence to start always from the beginning of a line and then use tab to align ??
Afaik, python uses indentation for code blocks that belong to the same if, else or other loop creator like for and while, just as C(++) uses opening and closing brackets. In fact, if you use a dedicated python editor as for instance Idle, that came with your python installation, this indentation shouldn't be a problem. It automagicly indents after each ':' you enter. I found it easiest to add an empty line after each code block and then unindent to continue.
BTW, did you know the Text window in Blender does have this functionality too, as well as syntax highlighting... 8)

Greetings from overcast Amsterdam and happy landings in 2007,

Jan

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