<div dir="ltr">As discussed in #blendercoders, this seems to work but you need to be sure to make the install target.</div><br><div class="gmail_quote"><div dir="ltr">On Tue, Jul 11, 2017 at 12:33 PM Darshan kadu <<a href="mailto:darsh7807@gmail.com">darsh7807@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">I am not able to install the ply addon properly. I have attached the files as discussed.</div><div class="gmail_extra"><br><div class="gmail_quote">On Tue, Jul 11, 2017 at 8:42 PM, Darshan kadu <span dir="ltr"><<a href="mailto:darsh7807@gmail.com" target="_blank">darsh7807@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">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.</div><div class="m_-4541232174266392804HOEnZb"><div class="m_-4541232174266392804h5"><div class="gmail_extra"><br><div class="gmail_quote">On Tue, Jul 11, 2017 at 8:10 PM, Howard Trickey <span dir="ltr"><<a href="mailto:howard.trickey@gmail.com" target="_blank">howard.trickey@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Hi Darshan,<div><br></div><div>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.</div><div><br></div><div>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.</div></div><div class="m_-4541232174266392804m_-6926288804069957338HOEnZb"><div class="m_-4541232174266392804m_-6926288804069957338h5"><br><div class="gmail_quote"><div dir="ltr">On Tue, Jul 11, 2017 at 2:51 AM Darshan kadu <<a href="mailto:darsh7807@gmail.com" target="_blank">darsh7807@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">I have made the changes in the fbx exporter. It's running well.<div>But, I don't know how to check whether it exported correctly or not. </div><div>I am trying to learn unity to test it. I have asked this on the BA thread also.</div><div><br></div><div>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.</div><div><br></div><div>Thank you.</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Tue, Jul 11, 2017 at 1:59 AM, Bastien Montagne <span dir="ltr"><<a href="mailto:montagne29@wanadoo.fr" target="_blank">montagne29@wanadoo.fr</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
<p>I can also help for FBX if needed…<br>
</p><div><div class="m_-4541232174266392804m_-6926288804069957338m_-830660684825084754m_3939821141177401840h5">
<br>
<div class="m_-4541232174266392804m_-6926288804069957338m_-830660684825084754m_3939821141177401840m_-7066458549716270802moz-cite-prefix">Le 10/07/2017 à 21:20, Howard Trickey a
écrit :<br>
</div>
<blockquote type="cite">
<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" target="_blank">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_-4541232174266392804m_-6926288804069957338m_-830660684825084754m_3939821141177401840m_-7066458549716270802m_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>
<br>
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<br>
</blockquote>
</div>
<div bgcolor="#FFFFFF" text="#000000">
<blockquote type="cite">
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