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haikalle
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  • Applink Developer

Yes, works only fbx right now.

you don't need to check export mesh if you don't want to. it just update textures in that case.

It should work even if you don't have full details in your texture files.

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1 hour ago, haikalle said:

Yes, works only fbx right now.

you don't need to check export mesh if you don't want to. it just update textures in that case.

It should work even if you don't have full details in your texture files.

Now I can find reason and way to solve my issue.

As you know I already miss export and import several times for same scene mesh. 

Then I try to duplicate it and remove failed one. But if i duplicate mesh, it keep 3d coat add custom prop (by API)

So I can not remove them. I almost confrim it cause issue, once user failed to blender applink connection.

Then when I send scene zip to you for check,,  It was appended mesh for new scene. then actually  I succeeded.

It is because,  I use Append mesh in new scene.

Appended mesh  not keep 3d coat custom prop (or ID prop) values (ID or mesh name, etc), 

Then when I test with append mesh, About both case I succeed to re-import texture without problem. 

So I may request, (and I hope if other user have same issue), add function to clean up  3d coat Custom prop from the object.. It may only need user fail for some reason.

I think app-link add custom prop, when user select and "send" command for the object. Then Once failed, user can not use app link (or may got same issue again and again) for the mesh. without they append it in new scene.

Though I can not confirm it,, but with my 20 test, (then only success 2 time, I use append mesh. not duplicate mesh)

 

appended.JPG

No,, actually the append scene not show error any more, but I found append mesh have coat property too. So I do not know reason at all^^;

why original scene meshes fail to import so many times,, (about modifier option, it seems not related this issue, because there is no modifier aboout the duplicated mesh)   but appended scene OK.. I do not know.

Edited by tokikake
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39 minutes ago, haikalle said:

This is good point. I need to update the scipt that specific settings stay the same, no matter what file is loaded.

Sorry I said some wrong things ^^;  But the property reflesh may need, at least user fail something in applink process.

What I can confirmed,

1. we should set up material correctly untill export blend file. (basically principled BSDF is most safety)  It is my fault, I often try to change mat which already set up many nodes.So at first clean up material, then set principled bsdf.. I found sometimes plug in can not find alpha socket for other shader nodes, so principled bsdf is best to catch all texture with name.

2. I almost confirm FBX import export seems still have some issue, about vertex order. I do not know which app change vertex order, but usually if I import mesh with tweak shape (just for test)  then return, with blender app-link,  it break mesh.   FBX may not change vertex count, so vertex order seems only matter of this case.  I do not know ,edit UV in 3d coat and return ,may work or not.

btw bledner release many version, then thanks haikalle you keep up-date and mentenace this add on.  I really need to say thank your effort.

 

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  • Applink Developer

If you could provide blend file for issue number 2 that would help me a lot. I cant see this behaviour.

Are you doing all your tests with per-pixel meshes?

Edited by haikalle
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@haikalle

I did one more test with export mesh option (in 3d coat) when return texture. then sent  blender scene.  test please!  :)

it already attached 3d coat nodes as material but not include texture.. then mesh only. it is same item (boot) which I show broken mesh pic.

I see same broken mesh when return mesh. (plug in generate new mesh. then the mesh broken) and console error.

========================

Yes I only test with per-pixel mesh.  Then as my test, I can confrim  if I did not export mesh from 3d coat, (only export texture) usually I can suceed now.  

I only need material set-up correctly (as you mentioned already, set-up at least surface out-put, and principled bsdf). 

Then recent plug in do not generate new mesh. just overwrite or add new 3d coat nodes for materials. 

(then I  duplicated mesh unitll export) 

Most of case which I fail, usually I  tried to export mesh from 3d coat  when texture option appear,, (I believed I need it, at least frist time)

Then If I try to export mesh from 3d coat, , usually strange things have happend for me.    (but I do not remember , I already did many mistake to this plug in work correclty ^^;

then once something break,  i do not know, which option cause issue .. 

anyway I remember about old version (2 years ago ? maybe?)  FBX can not keep vertex order.. so I requested it, if we can.

If it can keep vertex order, I may generate new shape key-easy. I may test again..  (I finally could texture for 4 items which I needed ^^; so now I can concentrate to test other export options)  btw,, this plug in is awsom for me (of course 3d coat is awsom for me)

 

Edited by tokikake
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  • Applink Developer

@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

Edited by haikalle
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Hi,

I tried this on the latest build of blender (both 2.90 and todays 2.91) and 3DCoat 4.9.60 for macOS but cannot get it to work.

I get the following error when trying to send a default blender cube to 3DCoat.

Thanks,

Andrew.

571013735_Screenshot2020-09-10at11_43_23.thumb.png.0a25e5add86883456e96491fd82c6671.png

Edited by Drocket
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2 minutes ago, haikalle said:

@Drocket

Please find Exchange_folder.txt file from your computer and delete it. That should fix that problem.

Hi Haikalle,

Thanks for the quick response which fixed the issue, for anyone interested the file is in your Documents/3DC2Blender folder.

I honesty thought I had done this (I initially had the same issue under Windows).

Thanks again :)

Andrew.

 

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I see,,, the items 

8 hours ago, haikalle said:

@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.

 

I see,, I afraid the mesh have already some shape keys which adjust with rig pose bone transform, So I need to check if it may break something or not. if shape key  and driver remain without problem I follow your way and test again. (and maybe weight map cause flying verts issue too , I afraid,,)

thanks. it seems good chance to check each items loose verts untill set-up character.  

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@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..^_^

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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

 

Edited by haikalle
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3 minutes ago, haikalle said:

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

 

I supposed so and not try many test with UDIM still ^^;  (And blender seems try to add new UDIM way for 2.9,, but it is not what I expected,,, I feel,, it seems generate each UV sets for each UV tile I feel,, so I afraid, if it may conflict with current 3d coat plug in manner,,)

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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 :)

Edited by haikalle
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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?) ?

5 minutes ago, haikalle said:

Hi! This worflow should be supported already. Please let me know if there is issues with this.

I may test with complex mesh and report  (daz ^^;) if it work well really apreciate,,,thanks you !!!

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I felt export and return as new shape of multiresolution may not work,, (actually when I apply as new shape,, it show broken mesh for the level)

because , 3d coat may convert poligion as triangle ,when import and export,, about sculpt room,,  so returned mesh may not work as new shape for multiresolution sub-D mesh...

I sent you scene.blend,  so if you can take time test please...

 

it  already added mutilesolution modifier, with my silly sculpt muscle in blender as level3 sub-D mesh. 

Then what I tried,,

1. export mesh with current sub-D  level 3 in voxel room (but need to use surface mode only)

2. add some sculpt in 3d coat with keep  surface mode,, but not add any geometry

3 return it in blender (by Bring voxel to back app) 

4. select original (with keep resolution level as 3), then select new imported mesh, click "Reshape" button to apply new modified mesh for base mesh as level 3.

5, it break mesh (as same as import wrong morph etc,,)   

I hope if it happen by, axis change issue,, (scale -1 for X  applied etc,,) 

====

but do not hope so seriously,, I know other user may have more important thing or request etc,, ^^ : so only take your time, if you can,,

Edited by tokikake
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@haikalle 

would you up-load recent version (which may stable ) for simple workflow (not keep material but change as UV set) version?

I test with new attahced version, with your new 3d coat beta. exe, so now I seems lost which version was stable for 2.83 and current official 3d coat beta ^^;

wbout 2.83 git , it do not show any up-date, so I suppose I need to use 3d coat applink which packed in 2.91 (I usually up-date with git, so if you already up-load, I can get the version)

but if you have anotther version (and it is already stable, I hope to test it)

About this case, I do not plan to use material group,, (just hope to return texturen and auto-generate nodes), some version seems corrupted the workflow. So I hope to clean install

(overwrite) and test stable version ^^  (if I need to report, I use here only, clear divide with future request. At current I know, as official 3d coat not support material group with UDIM,

so it is not matter of your add on) sorry to take your time ^_^  and hope to know you may hope to test with 2.83 LTS or can test with 2.91 , 2.90 etc.

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  • Applink Developer

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 :)

Edited by haikalle
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1 hour ago, haikalle said:

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 :)

Thanks I have branch 2.90 release build  too. but it seldom up-date I feel,,  so if you means 2.91 daily alpha? (current master of blender git)

anyway,, I may try with update 2.90 release build again. and hope if you correct something, up-load here too  please ^^   

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Thanks, report again.

I test with 2.90 recent build and use the app link which packaged in 2.90 . with atached  monkey blend file. (3 UDIM tile with 7 material groups) (atached zip)

case 1.    I use workflow 1 (open in original app) uncheck exprot geometry,  it not generate 3d coat nodes.  I suppose,, plug in try to apply nodes for each UV tile, but I use material group, so it seems fail. (click get-buck several times and wait but it seems not change nothing happen without error in console)

case 2.   I use workflow 2 (export to blender) with uncheck Export geometry  then click "Get buck" it still not work.

case 3    I use workflow 2 (export to blender) with activate Export geomeatry, then click "Get buck" it generate new mesh then apply texture correctly with change material group as UV set name.  

Then return UV tile as  same as before.  

So at current, if user mix use mateiral group with multi tile UV (UDIM) in blender,   we may need to use workflow 2 with export geometry as 3d coat export option. then click "get buck" , it will generate duplicate mesh, then auto generate 3d coat nodes with texture (but change material group as UV set name) with keep UV tile.

As future request, I still hope, even though I use material group with UDIM tile, workflow 1 generate 3d coat nodes and auto apply texture, for each material.

And hope to see error in console, when workflow failed to generate 3d coat nodes to detect problem,  if you can ;)

MonkeyUVmat.7z

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More test with use same blend file.  and try to use "workflow 1" without export geometry. (I only hope to exchange texture and auto add 3d coat nodes in shader)

I found  when import mesh to 3d coat,   if I use option " import material as texture set",  , and paint in 3d coat, "open in original app"  without export geometry,

app link can generate 3d coat  nodes for all material. So it seems current best option , when user have multi tiles with material group. 

Only problem is, it generate texture for each material, not for each UV sets.  so I get 7 separate part  texture for each material. (some of them locate on same UV  tile)

it seems current limitation of plug in (when user use UDIM with custom material group) 

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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...

 

Edited by haikalle
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6 hours ago, haikalle said:

Case 1:

seams to work ok with my tests.

The difference seems, export option. I know I need to activate "export UV set as UV tiles), and not activate " UV set as different folda." , 

But other options which decide how set texture name, I usually do as I need. (eg not use object name,) so maybe there is option which I need to consider ?

Because actually I do perfectly same test (at least 3 times etc), but only difference seems the export option.  (without geometry)

About Case 2 yes, I understand..  (I suppose, if it auto duplicate mesh,, but so I can understand it need geometry which exported from 3d coat for workflow2 ) it seems my miss undestanding .

====

Then do you know how I can set "default option" without change everytime, when I re launch 3d coat for applink?

I know I can set my preset, so I hope to set it as default , (everytime it auto choosed when I export?)  thanks.

 

Edited by tokikake
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@haikalle

So I finally return true version which work well ^^;  I believe, your means daily build version which include recent blender app link ,seems 2.91 alpha..right?

the version of app link show 4.9.34 for me.. anyway it worked with workflow 1 without problem.(with recent 2.91 which I test now)

  I may try to change texture path etc with export option.

 but I remember your add on seems record path and re-arrange for UDIM number, so I suppose even though I change texture path with option it should work.. (And a few weeks ago it have worked,,though I did not test UDIM at that time,,)

anyway,, I may copy and paste current version, and test with another version (like 2.83 LTS it seems most stable, at current for me,,) thanks!!   

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I found small bug? (or if it need, I hope you confirm) as I said, I need to set expot option carefully.  

I start from your youtube set-up, but 3d coat remember, my texture-prefix. then without I remove it, app-link not generate nodes correctly.

to applink work (generate 3d coat nodes)

 I need to set texture prefix as empty. or app link do not generate nodes.

And I need to activate "use model name as texture prefix" too.

at least these 2 option need to set so, as same as ExportUV sets as Tiles option. (with my monkey scene)

And I think, after export mesh from blender by app-link, I can not change texture-path. 

eg 1 set material in 3d coat, then when export, I set texture-path , then up-date in blender , material.

then in 3d coat I edit again, but this time I hope to change texture-path, then up-date in blender, click get-buck, it not work.

To change texrue path, I need to re-export same obj again.  (Usually I may once shut-down, 3d coat, to confirm) (then current link up-date I suppose)

I may hope to save texture sets as different folda, or hope to use texture-perfix. but at current if I use UDIM tile with material group, it seems not work.

I can not use "texture prefix" and can not change texture path, untill reflesh link I thin. (so hope more test from other user)

Without it, I need manually change nodes or move textures set etc, for each mesh.. eg I often make 2 or 3 texture sets for character, shut etc,,

So hope to use "texture prefix" like (style1 or colorful etc) or hope to set texture path, when I export..without remove link. 

(if I set texture prefix,  app link never generate nodes for me,, at least for UDIM (material) mesh, I think.. I do not know if more simple mesh may work.(eg without UDIM tile etc)

Edited by tokikake
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35 minutes ago, haikalle said:

@tokikake

Please try this version. This version should not care how you name your textures.

io_coat3D_v03.zip

 

Thanks!!  I really did not like auto applied mesh name need to be used for saved texture,  So hope it work.^_^

===

Yes even though I did not use object name, and set texture  prefix, , it work like magic !! I really apreciate this up-date.

Ideally I hope to change texture-pre fix when I need,, but it seems better keep same texture untill remove link once? 

At current, if I re- edit texture in 3d coat, (re-apply or change material) then change texture-prefix , export, it not change texture. 

(of course if I use same texrue prefix (and keep full file path with texture name), it should be overwritten when export, but it means I lost the old version texture-set.

hope you know understand what I means... )

1. make texture set in 3d coat >> export with set1 prefix. 

2. up-date in blender (it work)

3. keep current link, then change material in 3d coat >> export with set2 prefix

4. up-date in blender (get-buck),   then I hope to change texture of current 3d coat nodes. 

if it work I can make 2 texture set for same mesh, without break link etc.  (then manually change when I need)

Or I may expect, if I can, change folda name (path of texture) , when export different set I suppose.. ( set1 folda, set2 folda for same mesh)

then when export, app link change current texture in 3d coat nodes as same as current 3d coat material which I edit. without overwrite texture.

 

Edited by tokikake
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