<div dir="ltr">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.<div><br></div><div>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.</div><div><br></div><div>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.</div></div><br><div class="gmail_quote"><div dir="ltr">On Mon, Jul 10, 2017 at 9:18 AM Bastien Montagne <<a href="mailto:montagne29@wanadoo.fr">montagne29@wanadoo.fr</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
<p>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…</p>
<p>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.</p>
<p>If modifying existing addons, better to add own custom prefix to
registered classes names!<br>
</p></div><div bgcolor="#FFFFFF" text="#000000">
<div class="m_7041529189670178817moz-cite-prefix">Le 10/07/2017 à 13:40, Howard Trickey a
écrit :<br>
</div>
</div><div bgcolor="#FFFFFF" text="#000000"><blockquote type="cite">
<div dir="ltr">Hey Darshan and other mentors:
<div><br>
</div>
<div>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 (?)</div>
<div><br>
</div>
<div>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.<br>
</div>
<div><br>
</div>
<div>Other mentors:</div>
<div>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?</div>
<div><br>
</div>
</div>
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