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

Darshan kadu darsh7807 at gmail.com
Tue Jul 11 08:51:23 CEST 2017


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?
>>
>>
>>
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