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

Howard Trickey howard.trickey at gmail.com
Thu Jul 13 16:24:09 CEST 2017


Darshan,

We decided to just work on the master (2.79) branch for your GSoC.
Hopefully I (or you or whoever...) can figure out how to migrate your
changes into 2.8 when the time comes.  As my previous mail showed, there
probably won't be too many changes to make to get something working in the
2.79 branch.

On Thu, Jul 13, 2017 at 10:18 AM Darshan kadu <darsh7807 at gmail.com> wrote:

> Hello,
> I have pushed the collada exporter for alpha.
>
> Mr. Howard,
> The next task is to show alpha in 3d window, but as you mentioned earlier
> that the viewport drawing is different in 2.8, so how can I handle this
> problem?
>
> Thank you.
>
> On Thu, Jul 13, 2017 at 8:11 AM, Darshan kadu <darsh7807 at gmail.com> wrote:
>
>> 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?
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
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>>>>>>>>>>>>
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>>>>>>>>>>>
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