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

Darshan kadu darsh7807 at gmail.com
Tue Jul 11 18:32:57 CEST 2017


I am not able to install the ply addon properly. I have attached the files
as discussed.

On Tue, Jul 11, 2017 at 8:42 PM, Darshan kadu <darsh7807 at gmail.com> wrote:

> 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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>>>>>
>>>>>
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>>>>
>>>>
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>>>>
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