Jump to content
3DCoat Forums

haikalle

Applink Developer
  • Posts

    1,942
  • Joined

  • Last visited

Posts posted by haikalle

  1. 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.

    io_coat3D.zip

  2. @tokikake

    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

    io_coat3D_v04.zip

    3DCoatGL64_v04.zip

     

  3. 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 :)

    • Thanks 2
  4. 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...

     

  5. 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 :)

  6. 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.

    • Thanks 1
  7. 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 :)

    • Thanks 1
  8. 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

     

    • Thanks 1
  9. @tokikake

    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.

    image.png.8f9439f3011be50694fec6299c5985e2.png

×
×
  • Create New...