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Callak

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Everything posted by Callak

  1. I know this isn't a 3DCoat problem, but I'm more familiar with this community than any other so I was hoping someone could help. I finally decided to try to load all the exported textures I created in 3DCoat into Cycles in Blender, and most of them seem to be working as expected, accept for this one..... My metalness map is bugging out for the neck & shoulders for some reason, and nothing I do seems to fix it. I looked at the export texture in an editor and there doesn't seem to be anything wrong with it. I looked at the UV map layout and it seems fine. Anyone have any idea what is causing this to happen on the foreleg? It's probably a blender bug, but I would like a second opinion.
  2. All objects in this project were originally exported successfully from blender to 3DCoat. I didn't do any other altering of the mesh in 3DCoat, I only wanted to paint it in the paint room. It used to work in V4, as long as I exported it with [Open in Original App] first, then go to Blender and use [Get Back]. I noticed when I click [Open in Original App] that I get a bunch of progress bars, but no files are generated. If I specify the directory in the dialog by hand, ( even though I specified the exact directory that it defaults to ) then files are actually generated. That's glitch number one, glitch number two is IF you change the name of your object file in the dialog box, the path and file name that is entered inside of "Open_in_Original_App.txt" still points to the default path and fbx file, and seems to not pay any attention to your changes. Then, even if I work around all of these by simply making sure my entry matches "Open_in_Original_App.txt" exactly, the [Get Back] button in blender doesn't seem to do anything. It doesn't even give an error or warning in the blender console.
  3. Ok, I'm not even getting any output dialog in the blender console when I click getback there, so I assume it must be disabled in my version, either that, or there is no debug output.
  4. Ok, so for starters, 3DCoat wasn't actually exporting anything, even though it was showing me the progress bars. Something was wrong with the default object export location, once I selected it by hand I got export files to show up. Unfortunately open_in_original_app.txt is still pointing to a file C:\Users\calla\Documents\3DC2Blender\ApplinkObjects\3DC117.fbx which is not being generated. It's generating the object files there but not the fbx file.
  5. I managed to get a screen capture of it. I'm not sure if this is an error message or just a warning though.
  6. I've been trying to export a project so that I can import it via the applink, but I don't think it's exporting correctly. There is a message that pops up near the end of the export, but it disappears so quickly I can't tell what it says; something about "pay attention to" something. It would be nice to have a text console where I can see what is happening in text and what is going wrong with the export.
  7. After examining open_in_original_app.txt, I see that it is pointing to "C:\Users\calla\Documents\3DC2Blender\ApplinkObjects\3DC117.fbx" however, 3DCoat is not creating the folder "C:\Users\calla\Documents\3DC2Blender" when it's exporting. Do I need to create that to get it to work?
  8. Does Blender Applink v4.9.34 getback work with 3DCoat 2021.21? I have been exporting to 3DCoat 2021 successfully since it came out, but I've done some extensive work and now trying to get it all back. I used [Open in Original App] in 3DCoat, and it exported, but when I click [Get Back] in blender, nothing happens. I do have BlenderApplink selected in the presets, but while I looked it over, I didn't see anything else I wanted or needed to change in the export dialog. The blender Applink version is the same one that is distributed with Blender 2.93.2.
  9. I have been exporting to 3DCoat 2021 successfully since it came out, but I've done some extensive work and now trying to get it all back. I used [Open in Original App] in 3DCoat, and it exported, but when I click [Get Back] in blender, nothing happens. I do have BlenderApplink selected in the presets, but while I looked it over, I didn't see anything else I wanted or needed to change in the export dialog. The blender Applink version is the same one that is distributed with Blender 2.93.2.
  10. Nevermind, I think I know what happened. My UV Islands are stacked and mirrored with the other eye, which had it's own surface materials which I deleted, and because they were stacked, it confused the paint tool.
  11. Images can be found here: https://www.dropbox.com/sh/5d94gjedv9yd4au/AACRIUSqfs-sSet0WjaynsoKa?dl=0
  12. I have an eyeball with two materials, one is called Iris, the other is called Sclara. I was able to flood fill the Iris with the color I wanted, but when I then try to flood fill the Sclara, it also paints over the iris material. Is this working as intended? ( Also I had more images prepared to demonstrate, however, I'm getting errors trying to upload them. )
  13. Odd, well now it did. First time I tried it told me the invite was expired.
  14. I think I got in via Rj3D & Silas Merlin,'s post, the links in this post don't work though.
  15. Discord links are timed, and time out, so all the links provided here are invalid. I tried to do an independent search, but could not find one for 3DCoat. //edit https://discord.gg/vsS4W7fy
  16. I think I know where my next T shirt is coming from. I'll happily buy from here and hopefully contribute. I love how helpful and friendly the Pilguay team members are. Don't mind spreading the word either.
  17. I was having this same issue with my Huion, changing to Tablet PC mode fixed the issue for me.
  18. I've been experimenting with the height, smudge and flatten tools, and none of these tools seem to provide a good method of simply blending/smoothing normals together if I want to remove a kink or edge from them. Is there a method to do this that I'm overlooking, or is this a needed feature that has not yet been provided?
  19. For what little help I can contribute, I use a Hunion tablet on PC, never had this issue on any version, the issue might be Mac or driver related for ThomasJohan? Just a thought.
  20. I think I have found a work around for this issue as well as the "Duplicate UVset Name" issue mentioned in another thread. I wouldn't consider this fixed, as I don't really know what caused it in the first place, but it seems if I delete any object in the scene, both problems go away. I don't get the "Duplicate UVset Name" warning, AND I can apply UVs again. So, my solution for this is to delete and re-import/repaint the easiest component of my scene, which, I think is the claws object, and then carry on.
  21. It wasn't just through the applink. I can share it.
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