Re: [Flightgear-devel] [ANN] Blender 2.37

2005-06-05 Thread theoreticle
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

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Sucess! No Blender errors: Re: [Flightgear-devel] [ANN] Blender 2.37

2005-06-05 Thread theoreticle

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

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Re: [Flightgear-devel] [ANN] Blender 2.37

2005-06-03 Thread Theo Reticle




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.

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Re: [Flightgear-devel] [ANN] Blender 2.37

2005-06-03 Thread Andy Ross
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



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Re: [Flightgear-devel] [ANN] Blender 2.37 released ac3d_export.pyHOWTO

2005-06-02 Thread Theo Reticle




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.
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Re: [Flightgear-devel] [ANN] Blender 2.37

2005-06-02 Thread Sam Heyman
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.



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Re: [Flightgear-devel] [ANN] Blender 2.37

2005-06-02 Thread AJ MacLeod (email lists)
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

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