[Soc-2017-dev] vertex paint project - ply exporter

Darshan kadu darsh7807 at gmail.com
Fri Jul 14 11:00:12 CEST 2017


Hello, Mr. Howard,

I have pushed the suggested changes. It is working properly for the meshes
without subdividing.
But after the subdivide it is giving the rectangularly shaped spots. I
tried, but I am not getting any hints. What can be happening?

Thank you,

On Thu, Jul 13, 2017 at 7:54 PM, Howard Trickey <howard.trickey at gmail.com>
wrote:

> Darshan,
>
> We decided to just work on the master (2.79) branch for your GSoC.
> Hopefully I (or you or whoever...) can figure out how to migrate your
> changes into 2.8 when the time comes.  As my previous mail showed, there
> probably won't be too many changes to make to get something working in the
> 2.79 branch.
>
> On Thu, Jul 13, 2017 at 10:18 AM Darshan kadu <darsh7807 at gmail.com> wrote:
>
>> Hello,
>> I have pushed the collada exporter for alpha.
>>
>> Mr. Howard,
>> The next task is to show alpha in 3d window, but as you mentioned earlier
>> that the viewport drawing is different in 2.8, so how can I handle this
>> problem?
>>
>> Thank you.
>>
>> On Thu, Jul 13, 2017 at 8:11 AM, Darshan kadu <darsh7807 at gmail.com>
>> wrote:
>>
>>> Thank you, Mr. Howard.
>>> I will try to test it after the collada.
>>>
>>> On 13-Jul-2017 8:03 AM, "Howard Trickey" <howard.trickey at gmail.com>
>>> wrote:
>>>
>>>> I learned enough about Unity so that I was able to test the fbx
>>>> exporter you made with Unity and verified that it works -- the alpha
>>>> channel set for vertices in Blender got transferred properly to Unity.  If
>>>> you have Unity installed, you can do it this way:
>>>> - start Unity and make a new project
>>>> - copy the file you exported into the Assets folder of the project you
>>>> made
>>>> - use the menu entry Assets -> Create -> C# script and make it look
>>>> like this:
>>>>
>>>> using System.Collections;
>>>> using System.Collections.Generic;
>>>> using UnityEngine;
>>>>
>>>> public class NewBehaviourScript : MonoBehaviour {
>>>>     private Mesh fmesh;
>>>>
>>>>     // Use this for initialization
>>>>     void Start () {
>>>>         fmesh = GetComponent<MeshFilter>().mesh;
>>>>         Color[] fcolors = fmesh.colors;
>>>>
>>>>         Debug.Log(fcolors.Length);
>>>>         for (int i = 0; i < 10; i++) {
>>>>             Debug.Log ("alpha=" + fcolors [i].a);
>>>>             Debug.Log ("r=" + fcolors [i].r);
>>>>             Debug.Log ("g=" + fcolors [i].g);
>>>>             Debug.Log ("b=" + fcolors [i].b);
>>>>         }
>>>>     }
>>>>
>>>>     // Update is called once per frame
>>>>     void Update () {
>>>>
>>>>     }
>>>> }
>>>>
>>>> - drag the imported mesh object into the scene
>>>> - drag the script onto that object in the hierarchy of the scene view
>>>> - run the script (Edit -> Play)
>>>> - look in the console window (Window -> Console) to see the printed
>>>> alpha r g b for the first 10 vertices
>>>>
>>>>
>>>> On Wed, Jul 12, 2017 at 7:32 AM Howard Trickey <
>>>> howard.trickey at gmail.com> wrote:
>>>>
>>>>> I think that is the right approach. Be sure to also change the count
>>>>> to 4 times the number of loops, and the stride to 4
>>>>>
>>>>> On Wed, Jul 12, 2017 at 7:11 AM Darshan kadu <darsh7807 at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Hello,
>>>>>> I have pushed the code.
>>>>>>
>>>>>> I will now work on the collada. Well, to break down the problem all I
>>>>>> need to to do is write the alpha just below the rgb, as this file does
>>>>>> https://groups.google.com/forum/#!topic/kml-support-
>>>>>> advanced/QgixSxu9KXQ
>>>>>> We can see that he just extended the current rgb. So, is this
>>>>>> approach fine?
>>>>>>
>>>>>> Thank you.
>>>>>>
>>>>>> On Tue, Jul 11, 2017 at 11:04 PM, Howard Trickey <
>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>
>>>>>>> As discussed in #blendercoders, this seems to work but you need to
>>>>>>> be sure to make the install target.
>>>>>>>
>>>>>>> On Tue, Jul 11, 2017 at 12:33 PM Darshan kadu <darsh7807 at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> I am not able to install the ply addon properly. I have attached
>>>>>>>> the files as discussed.
>>>>>>>>
>>>>>>>> On Tue, Jul 11, 2017 at 8:42 PM, Darshan kadu <darsh7807 at gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Yes, I thought the same, anadin is ready to test it. I just got
>>>>>>>>> the PC back, I will shift the addon to the startup folder, and commit them
>>>>>>>>> and see what's the anadin and other artists have to say.
>>>>>>>>>
>>>>>>>>> On Tue, Jul 11, 2017 at 8:10 PM, Howard Trickey <
>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Hi Darshan,
>>>>>>>>>>
>>>>>>>>>> I don't know about the idea of trying to learn unity in order to
>>>>>>>>>> test your fbx exporter.  Unity is a huge thing and this seems like a big
>>>>>>>>>> distraction for you.  It would probably be better to work on getting your
>>>>>>>>>> fbx exporter into the commit as discussed earlier, so that the helpful
>>>>>>>>>> people on the BA thread who know how they want to do things with vertex
>>>>>>>>>> alpha can test for you.
>>>>>>>>>>
>>>>>>>>>> Meanwhile, have you started looking at the collada exporter? How
>>>>>>>>>> does that look?  If it looks hard, maybe better to skip for now and go back
>>>>>>>>>> to trying to figure out a way to display alpha when in vertex paint mode in
>>>>>>>>>> the 3d window.
>>>>>>>>>>
>>>>>>>>>> On Tue, Jul 11, 2017 at 2:51 AM Darshan kadu <darsh7807 at gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> I have made the changes in the fbx exporter. It's running well.
>>>>>>>>>>> But, I don't know how to check whether it exported correctly or
>>>>>>>>>>> not.
>>>>>>>>>>> I am trying to learn unity to test it. I have asked this on the
>>>>>>>>>>> BA thread also.
>>>>>>>>>>>
>>>>>>>>>>> For addon folder, I will work on it after fbx gets completed, I
>>>>>>>>>>> also liked the ideas of putting the files in the startup folder.
>>>>>>>>>>>
>>>>>>>>>>> Thank you.
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Jul 11, 2017 at 1:59 AM, Bastien Montagne <
>>>>>>>>>>> montagne29 at wanadoo.fr> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> I can also help for FBX if needed…
>>>>>>>>>>>>
>>>>>>>>>>>> Le 10/07/2017 à 21:20, Howard Trickey a écrit :
>>>>>>>>>>>>
>>>>>>>>>>>> We kind of have to work on exporters for this GSoC project, at
>>>>>>>>>>>> the least for the alpha-in-vertex-paint part, since according to the
>>>>>>>>>>>> artists who have weighed in on the BA thread, the main use of vertex alpha
>>>>>>>>>>>> is for game engines, so there is not much point in adding vertex alpha
>>>>>>>>>>>> unless there is a way to get the data from Blender into game engines.
>>>>>>>>>>>>
>>>>>>>>>>>> Darshan, I like Bastien's idea of, at least for the duration of
>>>>>>>>>>>> your GSoC, just putting a private-to-your-branch version of the exporters
>>>>>>>>>>>> in release/scripts/startup. And change the python names and the menu names
>>>>>>>>>>>> so that they don't conflict with the existing exporters.
>>>>>>>>>>>>
>>>>>>>>>>>> We agreed that this week you would work on the fbx and maybe
>>>>>>>>>>>> collada exporters.  These may be too hard; I don't know, I haven't looked
>>>>>>>>>>>> at them myself yet. If after trying for a bit, it seem like it might be too
>>>>>>>>>>>> hard, report back here and we may decide that just having the ply exporter
>>>>>>>>>>>> is good enough for now.
>>>>>>>>>>>>
>>>>>>>>>>>> On Mon, Jul 10, 2017 at 9:18 AM Bastien Montagne <
>>>>>>>>>>>> montagne29 at wanadoo.fr> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Not so sure it’s good idea to work on addons in GSoC context?
>>>>>>>>>>>>> But if we want that, then we should definitively create own gsoc branches
>>>>>>>>>>>>> in addon repo when needed…
>>>>>>>>>>>>>
>>>>>>>>>>>>> However for own work (e.g. asset engines), I choose a
>>>>>>>>>>>>> different approach, which is cleaner and simpler to handle imho - put what
>>>>>>>>>>>>> should ultimately become an addon into release/scripts/startup. That way
>>>>>>>>>>>>> everything remains in same single branch of single repo, much much easier
>>>>>>>>>>>>> to handle and test. Further, ops defined that way are always enabled, and
>>>>>>>>>>>>> moving the code back into regular addon when merging into master is trivial
>>>>>>>>>>>>> work.
>>>>>>>>>>>>>
>>>>>>>>>>>>> If modifying existing addons, better to add own custom prefix
>>>>>>>>>>>>> to registered classes names!
>>>>>>>>>>>>> Le 10/07/2017 à 13:40, Howard Trickey a écrit :
>>>>>>>>>>>>>
>>>>>>>>>>>>> Hey Darshan and other mentors:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Darhsan, your last commit comment said that it committed
>>>>>>>>>>>>> changes to the ply exporter, but it did not. I think you may have been
>>>>>>>>>>>>> making the changes in the copy of the exporter that is in your bin
>>>>>>>>>>>>> directory. Or maybe in the release directory of blender, and then it gets
>>>>>>>>>>>>> copied into your bin when you make install (?)
>>>>>>>>>>>>>
>>>>>>>>>>>>> The actualy real place the exporters is stored is the separate
>>>>>>>>>>>>> git repository blender-addons that is a subproject of blender. I think
>>>>>>>>>>>>> stuff from there overwrites your release directory when/if you do git
>>>>>>>>>>>>> submodule foreach git pull origin master.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Other mentors:
>>>>>>>>>>>>> what is the proper procedure to follow for a gsoc project that
>>>>>>>>>>>>> wants to change something in addons? Should a branch of addons be made to
>>>>>>>>>>>>> go along with soc-2017-vertex_paint?
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> Soc-2017-dev mailing listSoc-2017-dev at blender.orghttps://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
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>>>>>>>>>>>>> Soc-2017-dev at blender.org
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>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
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>>>>>>>>>>>>
>>>>>>>>>>>>
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