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

Howard Trickey howard.trickey at gmail.com
Tue Jul 11 19:34:00 CEST 2017


As discussed in #blendercoders, this seems to work but you need to be sure
to make the install target.

On Tue, Jul 11, 2017 at 12:33 PM Darshan kadu <darsh7807 at gmail.com> wrote:

> 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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