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

Howard Trickey howard.trickey at gmail.com
Tue Jul 11 16:40:53 CEST 2017


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?
>>>
>>>
>>>
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>>
>>
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