By default, enabled “Bake” texture processing, it’s mean that textures would be rendered by Blender. This behaviour allow to correctly display the procedural textures and the different texture mixing types, used by Blender.
If you would, you can set “Tex. processing” to “Simple” - it leaves your textures untouched. Also disable the “Copy texture files” option to prevent changes in the paths to textures.
Oh, sorry I didn’t notice you added those options to the GUI. I’d suggest to use the original texture’s name where possible though, not the object’s name in the Blender scene: it will make identical textures names/overwrites less likely.
BTW, I found this page in Chicken’s sourceforge page: chicken-export.svn.sourceforge.n … unk/tests/
We could have something like this too: example blends demonstration it’s features. What do you think?
It’s also helpful as you get idea what can be implemented in the future.
For example there are example blends for demonstrating collision geometry export, LOD levels, normal, gloss and glow maps, shapekeys, stencils, texture wrap modes and alpha modes.
Ok, i’ll think how to do it
Good idea, thanks )
Cheers man. You could just pm the list of features to me and I could make the blends myself, so you would spend your time on more important stuff.
BTW, this is how Chicken worked with modifiers: it basically made a copy of the scene, applied the modifiers, exported that scene and then deleted it.
thx for the 2.60 fix.
there is still one bug left when using uv-image as texture.
....
File "/home/thomas/blender/blender-2.60a-linux-glibc27-x86_64/2.60/scripts/addons/io_scene_egg/yabee_libs/egg_writer.py", line 500, in collect_poly_tref
if uv_tex.data[face.index].use_image:
AttributeError: 'MeshTextureFace' object has no attribute 'use_image'
Ok, fixed. Updated the archive.
Also some changes in the UI behaviour
Thank you so much Ninth. Your hard work on this is greatly appreciated. Finally there is a stable and reliable way to export from the blender 2.5 series.
I think you should have simple texturing mode by default. Also ‘copy texture files’ disabled by default.
A text input field to set Panda’s folder and below that 3 check buttons for ‘pview’, ‘pzip’ and ‘egg2bam’.
BTW, does collision geoemtry exporting work? I see tags do, but I don’t know if collisions require more than simple tags.
What needs testing?
I’m not having any success with this at all.
First, I don’t know how to install it properly. The old rev 10 UI worked, but when I exported something, I got an error saying the egg_writer module didn’t exist. It can’t find it for some reason.
How do I install the add-on that came with the 2.60a rev 11 version? Or is there an add-on at all?
Also, when I tried running the script from the script editor, it couldn’t export my maps. I tried to export a plane with a normal map, an AO map, and a color map on it. It exported the color map then coughed up an error.
I’m just confused. I searched this topic, and I still don’t know what to do.
2 Kieran: thanks )
2 redpanda: may be i’ll add a config file in wich you can set your own defaults.
Collision does not exported yet. May be in the next revision.
I’m not sure what need testing first becouse i’m not a 3D-artist
2 Bamboo_Pandamonium: you should copy io_scene_egg in the ‘2.60\scripts\addons’ dir, then press ctrl-alt-u in Blender and activate Panda exporter. After it you can use export from menu.
ninth, a config file sounds good. But I’d like to say I still don’t think an exporter should modify the images unless you allow it too. No exporter I’ve seen works like that and I can see it causing confusion.
BTW, what do you think of adding a text field for specifying Panda’s bin folder and having buttons like “pview”, “egg2bam”, “pzip”?
The exes could simply be ran by:
os.system('myexe.exe')
Ok. I realized.
I added “pview”, “egg2bam” and “pzip” in the “feature request” )
OK. Please add the link to googlecode page to the first post, right now it’s only the download link.
Also maybe you should change the description to “exporter for Blender 2.5+”, seems to work on 2.6.
Done
Oh, I’m so stupid! I had the folder placed in the right directory, but my desktop icon was set to open 2.60, not 2.60a! DERP!
The addon’s installed now. Thanks! I just need to test it now.
Hi.
First of all, ninth, thanks for the script.
I am having a problem with the script.
If I create multiple materials for an object and then put different texture in each material, yabe will create an egg with wrong data.
here is an example .blend (2.60a)
http://hotfile.com/dl/136933965/ea6c5ec/prob.blend.html
you will see that the last texture will be excluded from the data. and the faces with the texture will end up in Panda3d without texture.
I had and other problems in another file. That for some reason, unknown to me, yabe writes the data by using the textures from wrong materials.
I export the model with tex.proces => Simple.
Thanks.
In simple mode you should use mapping to UV for all textures, which you want to export. Your “red” texture is mapped to “Generated”.
Although, there are some bugs in the textures processing, but not in this case.
Ooops. Sorry about that. I thought that I simulated the problem.
Here is another file that have the problem:
http://hotfile.com/dl/136943705/5762909/cube_man_prob.blend.html
For some reason yabe swap some of the textures.
In simple mode again. I double checked for the mapping to be in UV.
I’ve installed YABEE_r11_b260a.zip in Blender 2.60a and exported an animated .egg model to use in Panda3D 1.7.2 (which uses python 2.6.5).
There seem to be the following issues (which didn’t happen with the same model exported using Chicken in Blender 2.4 and run in the same Panda/python versions):
- Some meshes are not rendered
- The animation file doesn’t work when I loop it in Panda.
Is this just the current state of YABEE, or am I doing something wrong?
Brian
Are you sure that the meshes were exported and loaded, but simply not rendered?
Try setFinal=True in the constructor.