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

Darshan kadu darsh7807 at gmail.com
Wed Jul 12 13:11:20 CEST 2017


Hello,
I have pushed the code.

I will now work on the collada. Well, to break down the problem all I need
to to do is write the alpha just below the rgb, as this file does
https://groups.google.com/forum/#!topic/kml-support-advanced/QgixSxu9KXQ
We can see that he just extended the current rgb. So, is this approach fine?

Thank you.

On Tue, Jul 11, 2017 at 11:04 PM, Howard Trickey <howard.trickey at gmail.com>
wrote:

> 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?
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> Soc-2017-dev mailing listSoc-2017-dev at blender.orghttps://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> Soc-2017-dev mailing list
>>>>>>> Soc-2017-dev at blender.org
>>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> Soc-2017-dev mailing listSoc-2017-dev at blender.orghttps://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> Soc-2017-dev mailing list
>>>>>> Soc-2017-dev at blender.org
>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>
>>>>>>
>>>>> _______________________________________________
>>>>> Soc-2017-dev mailing list
>>>>> Soc-2017-dev at blender.org
>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>
>>>>
>>>> _______________________________________________
>>>> Soc-2017-dev mailing list
>>>> Soc-2017-dev at blender.org
>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>
>>>>
>>>
>> _______________________________________________
>> Soc-2017-dev mailing list
>> Soc-2017-dev at blender.org
>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>
>
> _______________________________________________
> Soc-2017-dev mailing list
> Soc-2017-dev at blender.org
> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/soc-2017-dev/attachments/20170712/f4e4331f/attachment.htm 


More information about the Soc-2017-dev mailing list