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Posts posted by haikalle
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Could you try this version
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32 minutes ago, Alex_Velger said:
Hello, Please help me understand what the plugin swears at when you click the button "GetBack"
Traceback (most recent call last):
File "E:\E_cycles_2.83.4_v20200807_win\Release\2.83\scripts\addons\io_coat3D\__init__.py", line 339, in invoke
workflow 1(ExportFolder)
File "E:\E_cycles_2.83.4_v20200807_win\Release\2.83\scripts\addons\io_coat3D\__init__.py", line 1356, in workflow 1
blender_3D C_blender(texturelist)
File "E:\E_cycles_2.83.4_v20200807_win\Release\2.83\scripts\addons\io_coat3D\__init__.py", line 1134, in blender_3D C_blender
os.remove(path3b_n)
FileNotFoundError: [WinError 2] the specified file cannot be found: 'C:\\Users\\ole4k\\Documents\\Applinks\\3D-Coat\\Exchange\\last_saved_3b_file.txt'location: <unknown location>:-1
Could you try this version and see does it fix the problem.
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@pr1970 Thanks for remaining about this issue. I try to find a solution for that this weekend.
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Yes. There was some issues. This works a bit better
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That's the way how it works. Blender needs only 1001 and it will calculate automaticly the right texture into right tile.
There is other bug I found and I fixed it in my special exe. Right now 3d-coat links textures into fbx files, and when blender imports it, it will also import textures. This is maybe wanted behaviour for normal situation but not for applink where I want to control everything and there is no option in 3d-coat export or blender import to exclude textures.
That is causing that everytime when you import mesh. It will bring extra textures into blender scene. Right now you can uncheck "Export geometry" after first "GetBack". Other way is just use my exe and this is taken care for you. Here is latest applink and exe
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@tcwik This applink works with 2.9. I do all my tests with daily 2.91 build.
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Now I have been thinking more about how to control tiles in 3d-coat. Like @tokikake said ealier I will do same kind of window for selecting uvs/tiles that materials have now. That way you can hide/unhide tiles fast and easy and then use fill too without doing modifications for that tool. I think that's good first step here to take. Also you could rename your tiles better in that window if you want, but under the hood it would still be (1001,1002,etc) How this plan sounds like it?
This is not the best way to do it but I think that if I try to code "all tiles in same uv view" right now I will never finish it cause its too hard task for me to do it right now....baby steps
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Please try this version. This version should not care how you name your textures.
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Yes I agree that we need to find a way how you can easily fill tile(s). I might try first to create tile selector (similar with materials) where you can easily hide/unhide complete tiles. Then add "Fill visible tiles" in fill tool and smart materials.
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Good to hear its better now. Thanks again for testing and suggestion for improvements. I will see how these requests could be done.
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I updated my special build. You can download on the beginning of this thread. Changes are:
- Keeps materials when importing udim objects
- "Export uv sets as tiles" in export window works correctly nowBut now when using with applink you need to set EXPORT UV SETS AS TILES = OFF, cause applink is using still old behavior.
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Case 1:
seams to work ok with my tests.
Case 2:
This dosen't feel logical because, when using "Export to" blender applink assume to create new mesh into scene. This is not option for updating mesh like "open in original app" is.
Case 3:
WIP...
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Here is the video I made for your scene. Only issue that I see is that scale issue. I wasen't able to see that in my tests so I'm not quite sure what causing that.
But udims works okey.
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Right now I keep 2.90 updated with latest applink, so if you download daily 2.90 version you get laatest applink too.
About special exe, it was just quick testing purpose. I think that at some point if I get good results about udim improments and other things I will release special exe in applink thread for testing purpose. But I will let you know if/when that happens.
I see that having the all tiles in same view is the best way to implement this feature. It's not easy task for me so no promises of any kind
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@Carlosan Are you able make short video about your issue. I was trying but in my end uvs works as expected.
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Now I remember how it works. When you export mesh from 3d-coat it moves tiles into uvset. So only using 3d-coat export option gives wrong results. But applink knows how to build from "wrong" result and will reconstruct those uv sets into tiles and thats why applink works correctly with udim.
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Quote
Then at current,, if one mesh uv are arranged as UDIM way,, it work (or I need special setting , like separate UDIM as maerial name etc?) ?
It should work without special settings.
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38 minutes ago, tokikake said:
@Haikalle
I happend to have new idea (but it is just request ^^; so I can only ask you if you can someday) with playing blender 2.9,,
As you know now blender 2.90 (though not stable I think) offer new multiresolution modifier, it return old future + add some new option, then make it powerful..
(I know it is almost same as 3d coat ploxy slider,, but do not know all detail still about proxy slider ^^; )
Then about plug in , can you export multiresolution modifier leveled mesh (without apply mesh) directly to voxel room, then return as new shape for multiresolution modifier applied mesh? '
(eg I may export multiresolution level 3 high poli mesh>> sculpt room in 3d coat with surface mode >> add deail etc >> return as new shape of LV3)
or export 2 mesh at same time,. 1 blender base mesh as 3d coat retopo mesh ,2 export high-resomesh (multiresolution level 3) as scupt mesh in 3d coat. then user may bake normal map , dispmap etc,, for base mesh, ,return them.
So if you will enhance plug in , hope you pray with new multiresolution modifier you may find many posibbility which may work well with 3d coat I believe..
Hi! This worflow should be supported already. Please let me know if there is issues with this.Sorry! I totally misread your request. This is good request and I will take a look how it could be done. No promises in this feature thou
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Noticed that udim workflow wasen't working. Now this update should fix this issue. So right now you can take one or more meshes into 3d-coat with one click as long they share same udim set. For example if you have cube 1001 and sphere 1001 that dosent still work. Here is quick demo how this feature works. Most importan thing to remember:
1) Turn on "Import tiles as uv-sets" from import window
2) Turn off "Export uv-sets to different folder" from export window
This uptate will already included in daily builds but here is zip file too. io_coat3D.zip
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Very good points. Agree every point. Make some tests my own and also make sure Andrew knows these requests.
Some of these things has confused me too when I have coded applink.
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Please find Exchange_folder.txt file from your computer and delete it. That should fix that problem.
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Thanks for sending blend file for me to test. It always speed up fixing these issue. In this case I found that there was 13 loose vertices in your mesh, that's the main reason why this didnt' work. Use "Delete Loose" option before sending the mesh into 3d-coat and all should work okey after that.
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Please delete ../Documents/3DC2Blender/Exchange_folder.txt and try again. Now it should work.
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Blender Applink
in 3DCoat AppLinks
Posted
Here new update for applink. This only fixes that annoing "source" error. Hope everything works ok after this.
io_coat3D.zip
I updated this into 2.90 daily build so you can download this that way too.