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

Howard Trickey howard.trickey at gmail.com
Wed Jul 12 13:32:29 CEST 2017


I think that is the right approach. Be sure to also change the count to 4
times the number of loops, and the stride to 4

On Wed, Jul 12, 2017 at 7:11 AM Darshan kadu <darsh7807 at gmail.com> wrote:

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