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Hi haikalle,

Thanks again for your hard work on this applink!  Just wondering, to get the most recent version, do I just download the daily build of Blender 2.8 or do I get the link in here?  Thanks!  I'm going to integrate this tool into my workflow.

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7 hours ago, gbball said:

Hi haikalle,

Thanks again for your hard work on this applink!  Just wondering, to get the most recent version, do I just download the daily build of Blender 2.8 or do I get the link in here?  Thanks!  I'm going to integrate this tool into my workflow.

This time I didn't updated daily blender build. New bake feature is not really tested for bugs so I updated applink  into link here only.

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Ok, I see, 

So you are able to commit to the daily build whenever you feel you have a new stable version?  Is there a log for that somewhere on their site?

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5 hours ago, gbball said:

Thanks a lot!

No problems. And remember that if you have a good ideas how applink should work or you see some features that are missing, please let me know and I see if they can be added. 
I have learned that best ideas comes from users so it's better to leave the brain work to others and only do the coding part :) 

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Hi haikalle, thanks good plug in, and keep update:)

Then I do not know it is important for other user, but one thing I hope to add is, import mesh as shape key option,

I  tweak or edit (move), per pixel painting obj or retopo obj,  though most of case replace is OK,  but when I try to sculpt and bake textures for already made

character mesh,," import as shape key " option is important for me.

 

But there seems one problem about 3d coat FBX import export process, it seems not keep vertex order,,but obj import export seems work at lease

about "per pixel paint import object", and "retopo import object" I feel.

I need more test, but when I use import ,export as obj, it can generate shape key without problem, but if I use import or export FBX,, it seems cause issue..

Then this plug in need to use FBX importer of 3d coat ,right?   then if there is good way, I hope this option will be added.:)

and hope when you can take a time,, check plug in replaced mesh can use as shape key or not.  As my test, it seems not work.

(maybe FBX exporter (or importer) seems break vertex order, which saved in paint room)

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I test again, with mesh which export as FBX from blender then re-import without any defomation. it can keep vertex order.

but if I import same FBX to 3d coat, then just export as FBX from 3d coat again,  exported mesh never work (I apply scale, rotation things correctly)

and I see effect, which I often see when vertex order is broken.  (so untill FBX exporter of 3d coat will keep vertex order, I can not request this^^;)

 

 

broken.JPG

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1 hour ago, tokikake said:

I test again, with mesh which export as FBX from blender then re-import without any defomation. it can keep vertex order.

but if I import same FBX to 3d coat, then just export as FBX from 3d coat again,  exported mesh never work (I apply scale, rotation things correctly)

and I see effect, which I often see when vertex order is broken.  (so untill FBX exporter of 3d coat will keep vertex order, I can not request this^^;)

 

 

broken.JPG

Thanks for this feedback. Really helpful. I have been testing this "keep vertex order" feature past month and I agree, this feature is very important to have. I haven't found the way to add this feature into applink but I hope that with Andrew help we could add this missing part into applink. 

I could use obj format instead fbx but fbx format supports so much more features than obj so I would like to keep it fbx. But I continue do more test with this feature and keep you posted when there is something new coming.

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I understand FBX now becom more popular for convert  meshes in apricaitons. then it seems reasonable you choose FBX.

Then the great thing is,, your app can import FBX without problem with 3d coat, (and it now show all UV tiles of UDIM about  complex character

And for just my purpose,, I could find stable way to re-import mesh as OBJ for shape keys and blender.:)

About other things current plug in work without problem . (so it only need when I make morph from 3d coat mesh which imported by plug in)  

After transfer mesh to 3d coat, I tweak it to adjust some shape.

then export as morph.obj, as same as "Open in original app".

There is only one option I need to change was " apply addtional scale as 0.01" in export option. (maybe this scale need for convert FBX to obj with blender units )

exportsetting.thumb.JPG.91a68038c2d7001e24515a6c7118456c.JPG

 I import the morph.obj with "default blender import setting" (must check keep vertexorder)

now import mesh can keep same size. but when you import as obj, it change rotation and scale value, then apply "rotation, scale, transform".

after that I can use the import.obj to join as new sahpe  to add new shape key without problem.

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@tokikake Andrew was able to take a look at fbx import-export and he just emailed that next 3d-coat update  fbx keeps vertex order so I hope you are soon ready to do some applink testing :)

Edited by haikalle
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Will the new fbx version export morph targets (Blendshapes) ? Do you know something about it ?

...related

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18 minutes ago, Carlosan said:

Will the new fbx version export morph targets (Blendshapes) ? Do you know something about it ?

...related

Sorry. I only had chat with Andrew about keeping vertex order for now. 

Edited by haikalle

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Thanks haikalle (and thanks 3d coat dev team)^_^

Then  I hope to mention about blender FBX exporter limitation. and one add on which may be useful with mix your plug in.

As you know, it can not generate mesh with keep armature posing and shape keys. 

To export posed (with shape key) mesh, we need to remove shape keys (or make new shape keys with mix all and use it as base) then apply armature modifier.  But about obj, it can export mesh with keep visual transforms of vertices. (so export mesh keep pose with shape keys applied)

But after all, even though we edit mesh in 3d coat then, return as new obj (or FBX), current blender default shape key tools not forgive us to return the shape as new shape keys of character mesh,  when the character mesh already posed (with other shape keys value)

I only know one add on, it can generate new shape keys, with keep posing.  (transfer current shape (mesh) to posing character mesh as new shape key)  

https://archive.blender.org/wiki/index.php/Extensions:2.5/Py/Scripts/Corrective_Shape_Key/

It is default add on (from community) of blender,  But this add on not work for 2.8  I have waited a long time, but there seems no one try to up-date it as official, then yesterday, I up-date it.  it seems work.

I do not think it need for most of 3d coat user, (and haikare ) but as future update , if it may help to add option , export posed mesh to 3d coat, then re-import as shape key for character mesh)  

This is link of up-dated "Corrective_Shape_Key.py" .  if you often use character with armature, please use it as you like. (And hope if you can merge it as your plug in)  I may keep this link for a while, then if you need it use and test free. (you need to overwrite default add on, in 2.8 program  directory, and linked one only work with 2.8 (for 2.7 we can use official version as same as before)

https://www.dropbox.com/s/9qj8iwtpwa8k2gq/animation_add_corrective_shape_key.py?dl=0

transfershape.thumb.JPG.dc3660862087090abd668dea6603b873.JPG

 

 

 

 

 

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As practical case, I use corrective shape key add on with Haikare 3d coat applnk,,

1 . generate posed static mesh (with other shape key applied) by using "Create duplicate for editing" (shape key menu added by corrective shape key add on)eg we may hope to mouse open or need set pose for character to sculpt easy.

2  export the posed mesh by 3d coat app-link. to 3d coat (paint room or retopo-room , I prefer export mesh to paint room )

3.  edit mesh in re-topo room or edit geometry room

4  export (return) mesh by 3d coat app-link.  

5 if there is already other many shape keys applied,  make new mix shape  then keep it (as" mixall")

5  transfer the imported mesh to character by "Add as corrective-pose shape" then generate new shape key.

6  with case, you may need to blend the generate shape key  with "mixall (value = -1.00)   , or just use pin new generated shape keys. to show shape correctly.

(to exclude other shape key effect which already applied, these delta can be double applied, when you set the generate shape key as 1.00)

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@tokikake @Carlosan Confirm if I understood you request correctly. You would like to take Blendshaped mesh into 3d-coat? That's the most import part for you. 

When bringing the mesh from 3d-coat into blender. It dosen't need to create new blendshape? Is it okey that it just updates the blendshape  vertices that you used when you exported your mesh into 3d-coat?

I haven't used Blendshapes myself so it takes a little bit time to understand the workflow with the applink :) I understand part that user wants to take blendshape mesh into 3d-coat. But creating new blendshape inside
of 3d-coat that would be needed to import into blender, is that so needed feature?

Edited by haikalle

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@haikalle

I think, what I requested seems different from Carlosan. :)

I do not know z-brush blend shape, but know blender shape keys, and blender mesh option named as "blend shape"  which can mix 2 shape keys with limit by vertex selection

Then I just hope to import posed mesh to 3d coat (which use armature and many driven shape keys to change expressions)  with your plug in without these steps.

Though I do not know clear how FBX export work with each setting,   only did some test with blender FBX export options, and your plug in. I think, at current your plug in can not import armature posed mesh shape.  (it return zero pose shape)

To export current posed (and shape keys deformed) shape,

1. I need to delete all shape keys from current mesh. (bake current shape key defomation as default base shape, using blender shape key options )

2  Then apply armature modifier for mesh. (bake posing).

now I can export baked posing and shape keys applied mesh with your plug in.

 I hope as future request,  if your plug in can  offer option, which can export mesh with keep posing and shape keys.   But as I mentioned,  I can make it easy with another  plug in (which offered as official add on (community), and I up-dated for 2.8 just for my purpose)

And I have another request,  to  import (reflesh) mesh in blender as new shape keys, (without remove  armature ,and other shape keys)

the add on which I menitoned above can offer way , to import modified mesh in 3d coat  as new shape key, without remove armature (keep mesh with armature, and all shape keys)  

As you menitoned, I expect Andrew offer new FBX exporter which can keep vertex order, then as future request, I hope if your plug in can offer way  import defromed mesh (in 3d coat) as new shape key in blender . At current after all I need to epxort as obj from 3d coat, then use the add on, to transfer shape to blender posing character. it is not so heavy work, but  I really like one click process about these import-export process:p:

All things is just future request, and I do not hurry up at all, there maybe many things, which other user want to concentrate. 

(eg ,, export alpha as opacity map ,, then auto generate cycles transparent nodes to use  with pinciples shader)

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Thanks Tokikake and Carlosan. Now I understand better how blendshapes work and when Andrew release next update, I can start to work to add these new features into applink.

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I just commited new update of applink into blender2.8 trunk. Andrew has made a great job to improve fbx support and now 3d-coat/blender should keep vertex index the same. 

Before applink worked that when it updated the mesh data, it deleted the old mesh and imported new one. All vertices weight map, shapekeys where lost. But now with this new update
applink only update vertices location and uv-set and leave the rest alone. There should not be any data lost anymore when using applink. I have turned "Update Mesh/UV" on as a default 
now. 

Also worked a little bit displacement node. Now applink adds displacemet map node automaticly in your node tree. When using displacement with cycles you need to add subdivision surface
modifier. Applink dosen't add that automaticly for now,  because displacement is still a little bit work in progress in 2.8 so it might have some changes. 

 

Edited by haikalle
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Hi haikalle, I really excited about new up-date things of your plug in!

then it is not about your plug in, but I test with new 3d coat beta , and generate morph with FBX and OBJ (same mesh export from 3d coat),

FBX seems still somehow corrupted I think,, because when I export as obj, I can get morph correctly, but If I export as FBX, I still see problem.

I only test one time,, then I do not know if I miss some import setting of blender FBX importer,, and as my test I use armatured mesh with plug in to transfer shape key, then it  is not simple case.. (but imported as obj work perfectly,, for complex character mesh)

(both mesh are exported with your plug in to 3d coat) then I export them manually from 3d coat and test, how new FBX work with 3d coat 4.8.34(beta)

So, could you generate mesh as moprh ? (if you try to make shape key from import version with your plug in)

If you test and can not generate morph (shape key) I may report it (FBX importer still cause issue about vertex order, I think)

 

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As addtionary infomation, what I can confrim is,, when import mesh  as FBX to 3d coat.

 it keep vertex order. (so I can edit in 3d coat, then return it as shape key (aka morph)  for mesh (in blender) so 3d coat FBX importer can keep vertex order

What I feel problem ,, when export from 3d coat, and compare obj and FBX (which just use 3d coat exporter from paint room).  then try to generate shape key.

FBX version show same problem what I up-loaded pic before. (s mesh simply broken when apply as morph, but vertex count keep same, so blender at least generate shape key I confrim), OBJ version do not show problem. (generate clean morph shape which I edit in 3d coat) that means, 3d coat FBX exproter still remain some problem I feel,,

I test again, with same mesh ^^; I do not know why It not work before, but now I can see clean morph transfered.

So I seems mistake,, and current 3d coat FBX exporter keep vertex order, and generate morph. (I may use wrong FBX mesh to import, I afraid)

then I just expect, your plug in work well  as you mentioned, and thanks 3d coat developer team, Andrew too!"  ^^

 

Edited by tokikake

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@tokikake I need a little bit time with shape keys. I think that it's possible do and I really like the code you send to me. It's helps a lot. I understand that you want to take shape keys mesh into 3d-coat.
But why you want to create new shape key from mesh you imported from 3d-coat. That part I don't fully understand. Why don't you just create new shape key inside on blender?

Edited by haikalle

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26 minutes ago, tokikake said:

As addtionary infomation, what I can confrim is,, when import mesh  as FBX to 3d coat.

 it keep vertex order. (so I can edit in 3d coat, then return it as shape key (aka morph)  for mesh (in blender) so 3d coat FBX importer can keep vertex order

What I feel problem ,, when export from 3d coat, and compare obj and FBX (which just use 3d coat exporter from paint room).  then try to generate shape key.

FBX version show same problem what I up-loaded pic before. (s mesh simply broken when apply as morph, but vertex count keep same, so blender at least generate shape key I confrim), OBJ version do not show problem. (generate clean morph shape which I edit in 3d coat) that means, 3d coat FBX exproter still remain some problem I feel,,

I test again, with same mesh ^^; I do not know why It not work before, but now I can see clean morph transfered.

So I seems mistake,, and current 3d coat FBX exporter keep vertex order, and generate morph. (I may use wrong FBX mesh to import, I afraid)

then I just expect, your plug in work well  as you mentioned, and thanks 3d coat developer team, Andrew too!"  ^^

 

Good to hear. This is quite early builfd with this new way to update meshes, so if you see something funky please let me know. BTW: There is one welding vertices issue with FBX and Andrew has already fixed but the fix is not in 34 build.

Edited by haikalle

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