Beta 2.2 RC1: Blender 2.49 Export Script testing thread

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Re: Beta 2.2 RC1: Blender Export Script testing thread

Postby enricocerica » Wed Oct 06, 2010 11:10 am

enricocerica Wed Oct 06, 2010 11:10 am
matej wrote:Hi.

When "apply modifiers" is selected, the script should apply those modifiers and their levels that are enabled for rendering, not for viewport. This is the behavior of Blender internal and the way other exporters work. With bigger projects having all the modifiers enabled in the viewport becomes slow, and disabling/enabling them on export is cumbersome / you forget to do it.


I had a look to try to change the behavior but it won't be as easier as expected. Will check later on.
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Re: Beta 2.2 RC1: Blender Export Script testing thread

Postby enricocerica » Wed Oct 06, 2010 11:10 am

enricocerica Wed Oct 06, 2010 11:10 am
matej wrote:When a different scale other than meters is selected in the script, the camera is not properly moved to reflect the scale of geometry.


Will check that too ;)
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Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

Postby divanovic » Thu Oct 28, 2010 12:16 pm

divanovic Thu Oct 28, 2010 12:16 pm
I´ve looked to see if anyone has had the same problem, without success:

I am exporting from blender 2.49 (OSX 10.6.4) with the exporter script in this thread.
every time I run the script and I get an error message, telling me to look in the console.
it is this line (70): "import os, subprocess" which stops it.
this means I dont even get the UI to show up.
I have next to no idea of scripting, so do any of you know how to fix it / what am I doing wrong?
has any body else experienced this?

thx.
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Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

Postby matej » Thu Oct 28, 2010 12:43 pm

matej Thu Oct 28, 2010 12:43 pm
You should post the whole error traceback from the console. Which version of Python do you have installed?
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Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

Postby divanovic » Thu Oct 28, 2010 2:25 pm

divanovic Thu Oct 28, 2010 2:25 pm
I get this in the console:

File: "octane_exporter.p", line 70, in?

and then

ImportError: No Module named subprocess

any ideas?
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Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

Postby matej » Thu Oct 28, 2010 2:31 pm

matej Thu Oct 28, 2010 2:31 pm
You'll need to update your Python installation. 2.5 or newer
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Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

Postby divanovic » Thu Oct 28, 2010 3:29 pm

divanovic Thu Oct 28, 2010 3:29 pm
I actually have python 2.7 installled, but I´ll reinstall it just to make sure
thx.
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Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

Postby matej » Thu Oct 28, 2010 4:10 pm

matej Thu Oct 28, 2010 4:10 pm
If you have 2.7 then it shouldn't report that error.
Also, check which Python version Blender was compiled with. Now that I think, this is probably more important that your system version. Start Blender from the console and it will output that info.
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Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

Postby divanovic » Fri Oct 29, 2010 3:40 pm

divanovic Fri Oct 29, 2010 3:40 pm
I just reinstalled blender and everything started working again...
happily continuing!

thx for the help matej,
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Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

Postby Aspen » Sun Nov 07, 2010 1:08 pm

Aspen Sun Nov 07, 2010 1:08 pm
Hi!
I'm new on the forum, and I'm relatively new to Octane and I've been playing around with the Blender exporter last times. I noticed unexpected behavior of exported materials from Blender and importing them into Octane. Not sure if it's my fault or I simply didn't understand how this option should work so sorry in advance :?

Here is what I'm trying to do....

When I'm exporting meshes with materials everything goes smooth and nice, Octane opens, I edit the color, material type or whatever, save as OCS-file and have all the settings saved once I relaunch Octane and load its file. Now to the hard part ... When I'm selecting in Blender exporter 'Octane Project Name' 'Use existing project' and press 'Render' button the exporter overwrites my material setup from OCS file I adjusted earlier, camera and lightning is untouched, only materials are overwritten. The same thing happens when I'm trying to render animation and it's very important to me to be able to adjust materials internally in Octane, for I'm about to render an animation and all the textures and material types are saved in OCS, and exported directly from Blender are unusable :?

Check the short screen capture I did replicating the effect I described above (23.6MB)

http://dl.dropbox.com/u/4104118/Octane/out-1.ogv

P.S: I was trying to follow advices and steps from tutorial about rendering animations with Octane in the 'Videos' section on the homepage by Ali Tezel


Now to the second issue...
I'm exporting a scene and adjusting everything in Octane, saving the scene and are happy with the result. Suddenly I realize I forgot to add some small detail or additional objects on the scene, so I model them and add materials in Blender. Now if I have Octane already open with my "old" scene and only choose to update the OBJ file everything is as desired. However if I export the "new" OBJ file from blender, open Octane and read the OCS-project file (which of course contains path to my OBJ file, rewritten this time) all the materials turns white. I'm ok with it as long as I do double copy of the "old" OBJ file, load in octane, export new from Blender and reload in Octane without closing it. Just wanted to share with it in case it can be fixed or was never noticed before

I'm using 2.5v Octane and Blender 2.49-2, Beta 2.2 RC1 script version (which I guess is the latest one)

And the video with issue I just described (40.9MB)

http://dl.dropbox.com/u/4104118/Octane/out-2.ogv

Thank You for the help in advance!
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