Did you try using public_html/testbuilds instead? There's also a code in
the template which lusts the dirs, could comment that out.
On Oct 11, 2014 11:27 PM, Bastien Montagne montagn...@wanadoo.fr wrote:
Following Sergey's suggestion (put testbuilds in a separate dir) I
fought a bit with my
Sounds fantastic, why don't you put it in https://developer.blender.org/
Thank you for sharing!
Daniel Salazar
patazstudio.com
On Fri, Oct 10, 2014 at 6:12 AM, Juan Linietsky redu...@gmail.com wrote:
Godot site is still under construction, but I've decided to publish my
Collada exporter by
Think we should agree on some better name then and deploy?
On Sun, Oct 12, 2014 at 9:19 AM, Bastien Montagne montagn...@wanadoo.fr
wrote:
Good catch, this seems to work fine! :)
Le 12/10/2014 08:26, Sergey Sharybin a écrit :
Did you try using public_html/testbuilds instead? There's also a
Hi Zack,
Interesting stuff. The paper you wrote shows some good design ideas.
Do you have test videos of the muscles at work in Blender?
-Ton-
Ton Roosendaal - t...@blender.org - www.blender.org
Chairman Blender Foundation -
Joshua,
I'm not sure if this fits in your project, but I started working on a
script that would allow for creating grease based text. In python, I
created a text object and set its text to whatever the user entered, then
used the curves in the text object to define the curve points. Its is
It's been in there since some months, and there seems to be no interest at
all in integrating it into Blender. (That version is also pretty outdated
by now.), so i'm maintaining it / hosting it on my own.
https://developer.blender.org/T41071
On Sun, Oct 12, 2014 at 4:49 AM, Daniel Salazar -
Hi Juan,
The lack of interest is quite typical indeed. Collada might be not so popular,
but no user reported sofar any success with your code either, so it's not so
strange it did not get a lot of attention from coders either.
For me it then comes down to your presentation. Why not providing
Hi all,
Here are the notes from today's meeting in irc.freenode.net #blendercoders.
1) Will there be a 2.72a update?
- There have been a couple of fixes that deserve to be released, just to make
it rock solid.
The team will check on what to merge in the next days, wednesday we could call
for
Ton,
I really don't understand this reasoning at all.
Collada is completely useless as an exchange format between DCCs.
Neither Blender nor Max, Maya or pretty much any other of those apps has a
properly working Collada importer. All are severely broken because It's not
a common use
Hi,
To quote you:
This plugin is very battle-tested, and files written by it can be read by most
DCCs and engines. It's the most efficient, complete, mature, and featured
Collada exporter ever written for Blender.
I would like to know how you tested this statement. I would be really happy to
Ton,
It does work, and has been tested with those DCCs, but the most you
can get is geometry. Animation will mostly not work because it's exported
as baked transforms and clips (which are game engine targeted features).
It has been used with Unity and got reports of users that got it to
Ton.
If it makes you feel happier, I can manage to get screenshots of data
exported with the plugin (with as many features as possible) being imported
in different applications by mid next week.
Juan
On Sun, Oct 12, 2014 at 3:13 PM, Juan Linietsky redu...@gmail.com wrote:
Ton,
It
Current state of collada in blender mainly ensures the exported file is
readable by SecondLife. Hence:
- We're not really interested in screenshots, .blend file which is not
being exported correctly is needed instead.
- Can you provide .blend which doesn't export correctly to SL with the
current
Sergey Sharybin:
Glad to know the top priority of Blender in regards to Collada is to
export correctly to Second Life. You are starting to make me think if I'm
not really wasting my time here.
The point of supporting Collada, in my view, is not about competing
against other formats such as
It's not a priority, it's just what Gaia (who used to be a collada
maintainer in blender) was interested in.
I know downsides of fbx. I just want to have confirmation from users that
exporting from blender to GE like unity indeed works as users expects it to.
On Sun, Oct 12, 2014 at 9:21 PM,
Sergey:
You seem to be somehow expecting a magic bullet. You can't write an
exporter thinking that you will please every importer out there, specially
for a format as ambiguous as Collada. The best you can do is to export a
correct file and then work with those who have importers to make sure
Hello Ton,Sergey,Juan,
from a pure user standpoint ;
one big hurdle regardless of file format(s) within Blender is that the python
based import/exporter scripts are really slow, it takes in the worst cases a
couple minutes to do a I/O of a huge file.
It would be good to optimize first the
Hey Zack
I'm glad to see somebody working on a real muscle system for blender.
Other 3D apps have already shown, what a good muscle system can do, so
it's really time to get one into Blender.
From your mail, I wasn't sure, what you tried to achieve. Did you try to
find people to work on it (with
Juan, i don't expect a silver bullet and i don't even believe in this. But
3 days ago you claimed This plugin is very battle-tested, and files
written by it can be read by most DCCs and engine, now you say You can't
write an exporter thinking that you will please every importer out there.
This two
Another user here
Leaving aside the new collada exporter.. but talking more about exporting
for game engines in general
I think that the collada spec may be ambiguous, but if blender developers
and other game engine developers (ue4 and godot for example) work together,
a more consistent spec can
Juan, i don't expect a silver bullet and i don't even believe in this. But
3 days ago you claimed This plugin is very battle-tested, and files
written by it can be read by most DCCs and engine, now you say You can't
write an exporter thinking that you will please every importer out there.
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