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

Darshan kadu darsh7807 at gmail.com
Thu Jul 13 04:41:30 CEST 2017


Thank you, Mr. Howard.
I will try to test it after the collada.

On 13-Jul-2017 8:03 AM, "Howard Trickey" <howard.trickey at gmail.com> wrote:

> I learned enough about Unity so that I was able to test the fbx exporter
> you made with Unity and verified that it works -- the alpha channel set for
> vertices in Blender got transferred properly to Unity.  If you have Unity
> installed, you can do it this way:
> - start Unity and make a new project
> - copy the file you exported into the Assets folder of the project you made
> - use the menu entry Assets -> Create -> C# script and make it look like
> this:
>
> using System.Collections;
> using System.Collections.Generic;
> using UnityEngine;
>
> public class NewBehaviourScript : MonoBehaviour {
>     private Mesh fmesh;
>
>     // Use this for initialization
>     void Start () {
>         fmesh = GetComponent<MeshFilter>().mesh;
>         Color[] fcolors = fmesh.colors;
>
>         Debug.Log(fcolors.Length);
>         for (int i = 0; i < 10; i++) {
>             Debug.Log ("alpha=" + fcolors [i].a);
>             Debug.Log ("r=" + fcolors [i].r);
>             Debug.Log ("g=" + fcolors [i].g);
>             Debug.Log ("b=" + fcolors [i].b);
>         }
>     }
>
>     // Update is called once per frame
>     void Update () {
>
>     }
> }
>
> - drag the imported mesh object into the scene
> - drag the script onto that object in the hierarchy of the scene view
> - run the script (Edit -> Play)
> - look in the console window (Window -> Console) to see the printed alpha
> r g b for the first 10 vertices
>
>
> On Wed, Jul 12, 2017 at 7:32 AM Howard Trickey <howard.trickey at gmail.com>
> wrote:
>
>> 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?
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> 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
>>>>
>>>>
>>> _______________________________________________
>>> 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/20170713/2cd46e4d/attachment-0001.htm 


More information about the Soc-2017-dev mailing list