Re: [Flightgear-devel] [ANN] Blender 2.37
If you set that Path variable (I like the way Giles Robertson explains it... look at the post right after yours) you will not get any Python errors. Even though you can open those .ac files, I am guessing you will lose a lot of Blender's functionality without Python. The windows version of Python is available through http://python.org/windows/ I know that the FAQ at http://www.blender3d.org/cms/Windows.300.0.html says that 'import site failed' means you don't have Python installed, but when I load I get just that one message and have full Python functionality. The best info I've found is at the forum http://elysiun.com/forum/viewforum.php?f=5 here, especially the stick Python 101 thread among others :-) - Original Message - From: Frederic Bouvier [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Saturday, June 04, 2005 3:45 AM Subject: Re: [Flightgear-devel] [ANN] Blender 2.37 Theo Reticle wrote: I was getting that same No Python window in Blender 2.36, even though I had followed all of the instructions for Python 2.4 for Windows. When I installed Blender 2.37, all of the Python stuff worked. One thing I noticed that's a little odd in XP: the Python instructions say to add Python to your Path in the following manner: Here is the content of my Blender 2.37 text window under XP : Using Python version 2.3 'import site' failed; use -v for traceback No installed Python found. Only built-in modules are available. Some scripts may not run. Continuing happily. Trying to import AC3D model(s) from i:\modeles 3D\TourCBX\tour-cbx-fb.ac ... .. done! Data imported in 0.183 seconds. As you can see, although it complains it doesn't found Python, it was able to _import_ ( not load ) my ac model and the textures are all there ( they are in the same directory than the model ). -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Sucess! No Blender errors: Re: [Flightgear-devel] [ANN] Blender 2.37
OK, for future reference how to run Blender 2.37 in WinXP with no errors: DO NOT use Python 2.4, use Python 2.3. You can find the final version at http://www.python.org/download/ Blender 2.37 is still using 2.3. Install 2.3 where it wants to go, which should be C:\PYTHON23 Right-click on My Computer. Click the Advanced Tab. Click Environment Variables. Under the System Variables, click New. Variable Name: PYTHONPATH Variable Value: C:\PYTHON23;C:\PYTHON23\DLLS;C:\PYTHON23\LIB;C:\PYTHON23\LIB\LIB-TK Now Blender should run with no 'import site' or Python errors! On a general note, if you find that some of the FG/Blender type apps give errors like 'framedyn.dll not found', add the variable PATH with value %SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\wbem;%userpath%; (ty to Giles Robertson). If there is no PATH variable, and everything works fine, don't worry about it. If you flip-flop back and forth between *nix and Windows XP, you can download GnuWin32, then copy all of the BIN directory of that into C:\WINDOWS\System32 but do no overwrite the three executables with the same names (no telling what havoc that might cause). After you do this, you can, for instance, type 'ls' in a windows command prompt instead of 'dir', thus greatly reducing your 'DOH!' factor from continuouslt forgetting which OS you are on at the momnent. And, of course, you can use all the nice commands we get so used to having at our fingertips in UNIX. - Original Message - From: Frederic Bouvier [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Saturday, June 04, 2005 3:45 AM Subject: Re: [Flightgear-devel] [ANN] Blender 2.37 Theo Reticle wrote: I was getting that same No Python window in Blender 2.36, even though I had followed all of the instructions for Python 2.4 for Windows. When I installed Blender 2.37, all of the Python stuff worked. One thing I noticed that's a little odd in XP: the Python instructions say to add Python to your Path in the following manner: Here is the content of my Blender 2.37 text window under XP : Using Python version 2.3 'import site' failed; use -v for traceback No installed Python found. Only built-in modules are available. Some scripts may not run. Continuing happily. Trying to import AC3D model(s) from i:\modeles 3D\TourCBX\tour-cbx-fb.ac ... .. done! Data imported in 0.183 seconds. As you can see, although it complains it doesn't found Python, it was able to _import_ ( not load ) my ac model and the textures are all there ( they are in the same directory than the model ). -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] [ANN] Blender 2.37
I was getting that same No Python window in Blender 2.36, even though I had followed all of the instructions for Python 2.4 for Windows. When I installed Blender 2.37, all of the Python stuff worked. One thing I noticed that's a little odd in XP: the Python instructions say to add Python to your Path in the following manner: Right-click My Computer, choose Properties Choose Advanced Tab, click Environment Vars Edit the PATH variable to include C:\Python24; (put a semicolon after the var before adding this one) Now on my version of WinXP, therewas noPATH var, only PATHEXT. These are explained as follows at http://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/ntcmds_shelloverview.mspx %PATH%SystemSpecifies the search path for executable files.%PATHEXT%SystemReturns a list of the file extensions that the operating system considers to be executable.So, I had to ADD a PATH variable with C:\Python24. I also added .PY to the list of PATHEXT's. Not sure if that's a necessity or not. Anyway, now when I run Blender, it has no problem importing the .ac files. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] [ANN] Blender 2.37
Theo Reticle wrote: I was getting that same No Python window in Blender 2.36, even though I had followed all of the instructions for Python 2.4 for Windows. Hrm... maybe Blender should be using Nasal. With only 60k of object code, you can link it right into the application without worrying about platform and installation issues. Seriously: Nasal was written because of precisely this issue. Not that this will help any, of course. Just thought I'd make the plug when the opportunity presented itself. :) Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] [ANN] Blender 2.37 released ac3d_export.pyHOWTO
Well that answers my .ac file question! I'm brand new to Gmax so I think it will be much easier to just work with Blender. Thanks Franz! BTW I saw something about 'let others know what models you are working'. Is anyone else working on any of the Century series fighters, other than the F-104? Specifically, I'd like to take a shot at an F-100D Super Sabre... it has interesting flight characteristics, and it looks like a reasonably simple model retractable gear not-withstanding. Theo is pretty sure he'll end up eating his words 'reasonably simple model' - Original Message - From: Melchior FRANZ To: flightgear-devel@flightgear.org Sent: Tuesday, May 31, 2005 3:10 PM Subject: [Flightgear-devel] [ANN] Blender 2.37 released ac3d_export.pyHOWTO Blender 2.37 has just been released: http://www.blender3d.org/New features fixes: http://www.blender3d.org/cms/Blender_2_37.496.0.htmlMost relevant changes for fgfs work:- manipulators (widgets in the 3D space for scaling, rotation, translation)- new ac3d importer/exporter AC3D-EXPORT===- it's much faster now (but you'll only see that on big scenes)- one doesn't have to select from a popup everytime one exports to an AC3D file ... - but only *selected* objects are saved now, which is quite a pain. It means that you have first to make all layers active, then press AKEY,AKEY, then save, and then restore your original setup (i.e. deselect all layers/objects that you don't want active for further work). Will probably get fixed in 2.38. +++ Attached is a patch that adds the possibility to export (1) "all", (2) only selected objects, or to (3) ask every time (like in older versions). +++- you can now choose which objects *not* to export, by simply prepending # (as in "commented out") or ! (as in "not") to the object name. That's very useful for helper objects that shouldn't end up in the exported model. (And a good argument for selecting "all" (see last point).- exports objects with more than one material assigned. This isn't supported by the AC3D spec, but the exporter auto-splits these objects into one object per material. This can be prevented by prepending = ("keep as-is") or $ ("expensive, don't touch") to the object name.- does automatically turn parented objects into AC3D's OBJECT_GROUP, (whereas it exported them flattened before)- exports "crease" in AC3D 4 mode- allows to select a texture base dir (that is best kept empty, because it's prepended to all texture paths), and an export path- changes to the exporter properties are now saved in ~/.blender/scripts/bpydata/config/. To make changes you open a "Scripts Window" and select "Scripts"-"System"-"Scripts Config Editor"- "Export"-"AC3D".- there you can also instruct Blender not to ask before overwriting (see the "General" section)m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] [ANN] Blender 2.37
I have downloaded Blender 2.37 for Windows XP and it seems to work, although I do get the message No Python Installed in the command window. The problem is I can't open my aircraft.ac file. It says that it can't open the texture file (fokker100.rgb), which I borrowed from the fokker 100. Does anyone know why this is happening? Can one create a new texture using Blender? I would like to paint my aircraft (RC UAV) white and have 2 blue stripes on the wings, the trouble is I have no idea where to start... Thanks, Sam Well that answers my .ac file question! I'm brand new to Gmax so I think it will be much easier to just work with Blender. Thanks Franz! BTW I saw something about 'let others know what models you are working'. Is anyone else working on any of the Century series fighters, other than the F-104? Specifically, I'd like to take a shot at an F-100D Super Sabre... it has interesting flight characteristics, and it looks like a reasonably simple model retractable gear not-withstanding. Theo is pretty sure he'll end up eating his words 'reasonably simple model' - Original Message - *From:* Melchior FRANZ mailto:[EMAIL PROTECTED] *To:* flightgear-devel@flightgear.org mailto:flightgear-devel@flightgear.org *Sent:* Tuesday, May 31, 2005 3:10 PM *Subject:* [Flightgear-devel] [ANN] Blender 2.37 released ac3d_export.pyHOWTO Blender 2.37 has just been released: http://www.blender3d.org/ New features fixes: http://www.blender3d.org/cms/Blender_2_37.496.0.html Most relevant changes for fgfs work: - manipulators (widgets in the 3D space for scaling, rotation, translation) - new ac3d importer/exporter AC3D-EXPORT === - it's much faster now (but you'll only see that on big scenes) - one doesn't have to select from a popup everytime one exports to an AC3D file ... - but only *selected* objects are saved now, which is quite a pain. It means that you have first to make all layers active, then press AKEY,AKEY, then save, and then restore your original setup (i.e. deselect all layers/objects that you don't want active for further work). Will probably get fixed in 2.38. +++ Attached is a patch that adds the possibility to export (1) all, (2) only selected objects, or to (3) ask every time (like in older versions). +++ - you can now choose which objects *not* to export, by simply prepending # (as in commented out) or ! (as in not) to the object name. That's very useful for helper objects that shouldn't end up in the exported model. (And a good argument for selecting all (see last point). - exports objects with more than one material assigned. This isn't supported by the AC3D spec, but the exporter auto-splits these objects into one object per material. This can be prevented by prepending = (keep as-is) or $ (expensive, don't touch) to the object name. - does automatically turn parented objects into AC3D's OBJECT_GROUP, (whereas it exported them flattened before) - exports crease in AC3D 4 mode - allows to select a texture base dir (that is best kept empty, because it's prepended to all texture paths), and an export path - changes to the exporter properties are now saved in ~/.blender/scripts/bpydata/config/. To make changes you open a Scripts Window and select Scripts-System-Scripts Config Editor- Export-AC3D. - there you can also instruct Blender not to ask before overwriting (see the General section) m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] [ANN] Blender 2.37
On Thursday 02 Jun 2005 23:30, Sam Heyman wrote: Can one create a new texture using Blender? I would like to paint my aircraft (RC UAV) white and have 2 blue stripes on the wings, the trouble is I have no idea where to start... I am just the opposite of an expert on these matters, but I think the general idea is that you actually create the textures in something like the GIMP and you can apply them using Blender. Which I've just figured out how to do myself... A basic guide on how to produce textured ground objects (say a building) for flightgear preferably using Blender and Gimp since they're cross-platform and free would be very useful indeed. The general ideas can be learned from the wealth of blender tutorials out there, but something specific would be great. I'm just feeling my way around myself at the moment, and not qualified to write it! Cheers, AJ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d