|
|
|
Return to Pipeline
by supus71 » Fri Aug 24, 2012 3:16 pm
I finally seem to have texture exporting working. I was not using UV coord's which based on the excerpt from the latest Yabee makes sense. (There is a conditional in the <TREF> collecting section that checks for UV coord's)
Anyway, maybe there is another way, or maybe this is the "partial" bit implemented. I thought I'd post and try to save some other blender -> Panda folks some time.
If it wasn't for my horse, I wouldn't have gone to college.
-

supus71
-
- Posts: 22
- Joined: Tue Nov 08, 2011 7:35 pm
by supus71 » Fri Aug 24, 2012 3:22 pm
Ninth, I wanted to talk to you about (not) using custom object properties for ObjectType, Collide, Tags, all that. I still see a limitation using the built-in blender interfaces (game logic or object custom prop). The "name" field has no place to go in these interfaces. (unless you use the assumed tag in BG).
There are times when the name is nice to have (nodepath.find('name'), or say event collision handler throwing that name). Anyway, I think I have enough blender API mojo and a small enough understanding of the EGG format in these areas I would be able to create an add in panel that would let us fully define objects per the EGG syntax.
Let me know what you think.
S~
If it wasn't for my horse, I wouldn't have gone to college.
-

supus71
-
- Posts: 22
- Joined: Tue Nov 08, 2011 7:35 pm
by ninth » Thu Sep 06, 2012 4:55 am
I apologize for the silence again )
supus71
Some time ago, I offered to make a separate panel with specific properties, but people thought it was unnecessary. However, I did not abandoned the idea. May be to make the panel as the optional element? I would be glad if you can help me with this work.
preusser
Seems that I should to recheck all of my texture/material code )
As for procedural rigging: how important is it?
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by preusser » Sat Sep 08, 2012 10:53 am
@ninth: it's not really procedurally generated, but a model I imported with another importer and exported as egg with YABEE. That's how it assigns the Armature in its code.
My point is there seem to be multiple ways of assigning Armatures and YABEE only recognizes one. So if you have not created the model in Blender, but imported it with some importer, you might not be able to export it properly with YABEE. And maybe with GUI too.
-
preusser
-
- Posts: 516
- Joined: Sun Mar 27, 2011 10:07 am
by amrok22 » Thu Sep 20, 2012 2:41 pm
Hello!
Could you please tell more about animation exporting. What are these names in export window? If I have 5 animations in blender file, how would I specify which to export? Do those names have something in common with the animation names?
Maybe you know something about exporting baked animaiton in blender 2.6?
Currently if I export some simple animation everything is OK. But if I bake animaiton (to apply IK) I get a mess in panda window.
Thanks a lot!
-
amrok22
-
- Posts: 3
- Joined: Sat Sep 15, 2012 2:52 pm
by jakebird451 » Mon Sep 24, 2012 6:37 pm
I have this model that I am attempting to export with a simple key frame for a standing animation. Exporting this model constantly gives me the error:
KeyError: 'Torso'
location:<unknown location>:-1
I have tried multiple times with several settings, but so far I get the same error. Every time it fails, a new scene is added. A screenshot showing a more detailed response is shown below. Exporting the model by itself seems to work just fine.
I really appreciate any help.
-
jakebird451
-
- Posts: 1
- Joined: Mon Sep 24, 2012 5:52 pm
by winner » Sun Sep 30, 2012 7:58 pm
Hello this a such a thin that i have never here before and is very interesting and how is going to work out.
-
winner
-
- Posts: 1
- Joined: Sun Sep 30, 2012 7:45 pm
by Luna » Thu Oct 04, 2012 10:50 am
Sorry for the late reply guys  but I'm still having troubles adding collision.
Thought I'd just ask again lol.
I'm pretty new to Yabee and blender, I know most of the basics, and all that.
Seems I cannot use my egg terrain model because the collision isn't set up.
Not sure how to edit the collision info, or even how to have it automatically set up my collision.
I tried reading through all the comments on this post about an auto one,
But seems I cannot find the actual code.
Thanks,
Luna
When in doubt,
Throw a pout.
-
Luna
-
- Posts: 103
- Joined: Tue Aug 28, 2012 10:23 pm
- Location: Oakland, CA
by Maikeru » Tue Oct 23, 2012 10:45 pm
jhouck wrote:I'm using Blender 2.61.0 and this is how I installed it:
1. Download the latest Yabee for your Blender version, save it, and remember where you put it. You don't have to unzip the file because Blender can open the archive for you. 2. Open Blender, left click on File -> User Preferences -> Addons. 3. At the bottom of the panel, left click on the "Install Addon" button. 4. Navigate to where you put the Yabee file you downloaded. 5. Left click on the .zip file to highlight it. 6. Now left click on the "Install Addon..." button in the upper right hand side of the panel. 7. The file should load and you'll be taken back to the previous Addons panel. 8. Look down the list on the right hand side for Import-Export: Panda3D EGG format. 9. Left click the little check box on the right hand side so it has a check mark in it. 10. Left click on the "Save As Default" button on the lower left hand corner.
That should do it. Now, when you want to export your file, left click on File, mouse over Export and you should see Panda3D (.egg) in the drop down list.
Cheers.
Ninth, could this added to the Yabee readme or to your first post in this thread? It'll help newbies like myself working out how to install it 
- Michael
-
Maikeru
-
- Posts: 23
- Joined: Sat Jun 20, 2009 10:23 pm
- Location: Melbourne, Australia
by ThomasEgi » Thu Nov 15, 2012 4:07 pm
2 more bugs:
first one, sometimes the UV coordinates of signle quad are flipped over both axis. i am not sure what causes this, converting the quad in question into tris fixes this.
the other, more severe one: all numbers are only saved up to 3 digits after the decimal point. that's just not enough. especially if your model is of small scale.
i ran into this with a fullscreen quad on a 1080p monitor, the quad ranged from -.5 to .5 blending between 2 theoretically exact images caused a very visible jump of about 2 pixels. definetly needs more accuracy
-

ThomasEgi
-
- Posts: 2147
- Joined: Fri Jul 28, 2006 10:43 am
- Location: Germany,Koblenz
by macc_ladd » Tue Nov 20, 2012 4:25 pm
This may be related to the previous post...
I've got a blend file and a texture that looks fine when I render it (f12) in blender, but when I export it via yabee and then use the model in panda the uv mapping seems all over the place.
The .blend and associated generated .egg file are in this google drive directory.
-
macc_ladd
-
- Posts: 1
- Joined: Tue Nov 20, 2012 4:03 pm
by ninth » Tue Dec 11, 2012 6:11 am
Hi to all
For a while I was busy and could not devote time to Panda ( Now I've got a bit of free time, and I hope I can glance at YABEE again.
I still hope... )
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by ambyra » Fri Dec 14, 2012 12:27 am
Great news ninth! I'm very happy you're still developing the exporter.
-
ambyra
-
- Posts: 130
- Joined: Sat Sep 20, 2008 5:47 pm
by ninth » Fri Dec 14, 2012 2:43 pm
Small update.
YABEE r12.1 (should work on Blender 2.63 - 2.65)
In this version I tryed to fix multiple bugs in objects naming, which in fact made r12.0 broken and useless.
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by crolli » Tue Dec 18, 2012 6:51 am
Hello ninth!
Just checked last version r12.1 on Blender 2.65x64. Looks like sometimes names with spaces are not converted to correct panda names. Group names are enclosed with "", but vertex pool name is not - and gives errors like this on pview:
- Code: Select all
Error in yamaha-yafray1.egg at line 1288834, column 25: <VertexPool> Back rim { ^ parse error
Thanks
-
crolli
-
- Posts: 37
- Joined: Mon Feb 07, 2011 9:37 am
- Location: Ukraine
by ninth » Wed Dec 19, 2012 3:04 am
Thanks for report
Also i have a question - has anyone had problems with the UV coordinates - in .egg different from .blend?
EDIT: Ah, sorry, seems this topic https://www.panda3d.org/forums/viewtopic.php?t=14754 has the requested issue.
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by Orange » Thu Dec 20, 2012 9:49 pm
ThomasEgi wrote:2 more bugs:
first one, sometimes the UV coordinates of signle quad are flipped over both axis. i am not sure what causes this, converting the quad in question into tris fixes this.
the other, more severe one: all numbers are only saved up to 3 digits after the decimal point. that's just not enough. especially if your model is of small scale. i ran into this with a fullscreen quad on a 1080p monitor, the quad ranged from -.5 to .5 blending between 2 theoretically exact images caused a very visible jump of about 2 pixels. definetly needs more accuracy
Hello Thomas ,
A quick fix for your second problem
Open up the YABEE script in your code editor and you will find a constant declaration ...
- Code: Select all
#: number of sign after point FLOATING_POINT_ACCURACY = 3
Simply change this constant to whatever number you wish 
-
Orange
-
- Posts: 3
- Joined: Thu Dec 20, 2012 9:42 pm
by ninth » Fri Dec 21, 2012 3:32 am
FLOATING_POINT_ACCURACY = 3
It's an outdated parameter, which can work only if you run script directly from editor.
For the standart method through menu you should edit __init__.py
- Code: Select all
egg_writer.write_out(self.filepath, sett.opt_anim_list.get_anim_dict(), sett.opt_export_uv_as_texture, sett.opt_separate_anim_files, sett.opt_anim_only, sett.opt_copy_tex_files, sett.opt_tex_path, 3, sett.opt_tbs_proc, sett.opt_tex_proc, sett.get_bake_dict(), sett.opt_merge_actor, sett.opt_apply_modifiers, sett.opt_pview)
In r12.1 I changed accuracy from 3 to 6.
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by ninth » Thu Dec 27, 2012 5:15 am
YABEE R12.2
Changed UV exporting
Removed internal TBS calculation due to unnecessary
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by redpanda » Sat Feb 02, 2013 3:06 am
Removed internal TBS calculation due to unnecessary
What? Why?
It's very possible the modeller doesn't have Panda3D installed on his PC.
-
redpanda
-
- Posts: 380
- Joined: Wed Aug 03, 2011 6:34 am
by ninth » Sat Feb 02, 2013 5:52 pm
Internal TBS was broken since r10 or so and noone remembered about it. So i decided, that it's unnecessary
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by ninth » Sun Feb 10, 2013 10:27 am
I haven't problem with your model. Which version of yabee and Blender is used?
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by Worlder » Sun Feb 10, 2013 1:21 pm
I think it might have to do with apply transformation prior to export. Anyway it is working for me as well.
-
Worlder
-
- Posts: 33
- Joined: Sat Feb 09, 2013 11:29 pm
- Location: United States
by Worlder » Sun Feb 10, 2013 4:40 pm
Dang it broke again.
What is the cause of that error?
-
Worlder
-
- Posts: 33
- Joined: Sat Feb 09, 2013 11:29 pm
- Location: United States
by ninth » Mon Feb 11, 2013 12:04 am
I tryed to apply transform before exporting but can't reproduce the problem. I can assume that problem somewhere in the UV layer.
What exactly you did before exporting?
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by Thaumaturge » Tue Feb 19, 2013 11:23 am
How do I go about having Yabee produce an egg file with a given set of tags? In particular, I want to apply the "BFace" tag to a model's polygons. I've tried a few things (setting custom properties in either the "Object Data" or "Object" panels in Blender, I believe), but don't seem to be seeing them output into the resultant egg file.
MWAHAHAHAHA!!!
*ahem*
Sorry.
-

Thaumaturge
-
- Posts: 682
- Joined: Sat Jun 07, 2008 6:34 pm
- Location: Cape Town, South Africa
-
by ninth » Wed Feb 20, 2013 10:19 pm
Try this way:
Select "Blender Game" as render, then Material -> Game Settings -> uncheck "Backface Culling"
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
by Thaumaturge » Thu Feb 21, 2013 9:01 am
Ah, wonderful -- that seems to have done the job! Thank you! ^_^
... I'll confess that I probably wouldn't have thought of trying that. Is there perhaps any documentation for Yabee that one could look to for such tips?
MWAHAHAHAHA!!!
*ahem*
Sorry.
-

Thaumaturge
-
- Posts: 682
- Joined: Sat Jun 07, 2008 6:34 pm
- Location: Cape Town, South Africa
-
by ninth » Thu Feb 21, 2013 9:16 am
I still can not find the time to write a manual or something similar ) Sorry. May be at nearest weekend.
Vodka, bears, balalaika... hmm... sorry for my English =)
-
ninth
-
- Posts: 353
- Joined: Fri Jan 23, 2009 9:06 am
- Location: Russia
Return to Pipeline
Who is online
Users browsing this forum: No registered users and 0 guests
| | |