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

Darshan kadu darsh7807 at gmail.com
Tue Jul 11 17:12:42 CEST 2017


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