Blendigo (for Blender 2.62) 3.2.12.0

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dougal2
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Blendigo (for Blender 2.62) 3.2.12.0

Post by dougal2 » Thu Apr 26, 2012 2:49 am

3.2.12.0

DOWNLOADS

ALL PLATFORMS: http://www.indigorenderer.com/dist/expo ... 2.12.0.zip

WINDOWS INSTALLER: http://www.indigorenderer.com/dist/expo ... taller.exe

NOTE: This exporter REQUIRES Blender version 2.62

Changes in this release:
* Fix regression regarding parented objects transforms
* Change default Phong IOR to 1.3
* Check validity of external materials during export and abort if not valid
* Adjust default OSX install path to match that given by installation instructions

MANUAL INSTALLATION

Unzip the archive. Move the extracted indigo folder into your Blender addons folder.
You should end up with <blender scripts>/addons/indigo/

Run Blender 2.6, go into User Preferences/Addons, and find the Render section. Locate the Blendigo entry
and enable the addon by clicking the little checkbox on the right.

INSTALLATION VIA BLENDER

Run Blender 2.6, go into User Preferences/Addons. Click the "Install Addon" button and choose the blendigo-2.5-3.2.12.0.zip file. The addon will be installed and shown to you, ready for activation.

If you are upgrading, be sure to choose the "Overwrite" option when selecting the .zip file.

You can easily check the installed version in the Addons panel. After upgrading/replacing I would strongly recommend restarting blender.

HINTS

Save your User Settings now to make Blendigo activate every time you start Blender 2.6.

Non-windows users will have to also fill in the "Path to Indigo" setting in the "Indigo Render Engine Settings"
panel. (Windows does this automatically from the information provided by the installer). Note that you should
specify the installation directory (or Indigo.app on OSX) for this setting.

YOUR FEEDBACK IS ALWAYS APPRECIATED

As with the current efforts to get Indigo 3.x as complete and user-friendly as possible,
please please keep reporting any issues you find with Blendigo - it is your feedback as
users and artists alone that push Blendigo forward into being the software that works for you.

StompinTom
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by StompinTom » Thu Apr 26, 2012 5:34 am

Hi Doug,

Because of the imminent release of Blender 2.63 (in release candidates stage right now), will the exporter work with the new version? I'm not sure if B-mesh was implemented in 2.62 already or if it's new as of 2.63, but I imagine that would break things... ?

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dougal2
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by dougal2 » Thu Apr 26, 2012 6:11 am

I think there's a minor change relating to uv access for bmesh, but I honestly don't know much beyond that.

StompinTom
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by StompinTom » Thu Apr 26, 2012 6:40 am

Yeah, Blendigo doesn't load with the 2.63 release candidate :P Looks like the whole B-mesh shift has changed things.

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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by Silmä » Sun Apr 29, 2012 9:54 am

Is the exit-portal (and null) material type missing or is it only hidden somewhere?

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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by StompinTom » Sun Apr 29, 2012 10:19 am

Silmä wrote:Is the exit-portal (and null) material type missing or is it only hidden somewhere?
It's under mesh settings, on an individual object basis.

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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by StompinTom » Mon Apr 30, 2012 4:59 am

Not sure if this is known, but having more than one external material crashes export, or even having two objects with the same external material crashes export.

HV
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by HV » Thu May 03, 2012 9:43 pm

StompinTom wrote:Yeah, Blendigo doesn't load with the 2.63 release candidate :P Looks like the whole B-mesh shift has changed things.
Doesn't work with 2.63 release either... When b-mesh compatible Blendigo can be expected?

southpawami
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by southpawami » Sat May 05, 2012 5:09 am

Ya... I've been having terrible luck with blendigo(using blender 2.62 and 2.63; both 64bit). A default scene with just a cube, a single light source, and a camera will give me an error saying no light source and not render. (skindigo works fine)

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Polinalkrimizei
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by Polinalkrimizei » Sat May 05, 2012 6:56 am

Be sure to add a Hemi lamp to your scene, then you'll find all indigo's light related options in blenders lamp panel.

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OnoSendai
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by OnoSendai » Sat May 05, 2012 10:05 am

HV wrote:
StompinTom wrote:Yeah, Blendigo doesn't load with the 2.63 release candidate :P Looks like the whole B-mesh shift has changed things.
Doesn't work with 2.63 release either... When b-mesh compatible Blendigo can be expected?
As soon as the Blender API settles down, we will add 2.6.3 support.

HV
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by HV » Wed May 09, 2012 5:27 am

OnoSendai wrote: ...As soon as the Blender API settles down...
That's like saying when the universe's heat death nears, or when protons starts to decay, or when dark/zero point energy is strong enough to rip the quarks a part...

:D

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Jambert
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by Jambert » Tue May 22, 2012 9:31 pm

Hi,

Big problem
-Check validity of external materials during export and abort if not valid

I've problem when exporting external material, would be nice if it was possible to enable or desable the checking.

Code: Select all

[Indigo 2012-May-22 11:26:28] Writing to ID classes in this context is not allowed: matP, Material datablock, error setting indigo_material_external.material_name

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>matP</name>
		<diffuse>
			<texture>
				<path>/home/indigo/material/HDF.png</path>
				<a>0</a>
				<b>1</b>
				<c>0</c>
				<uv_set>default</uv_set>
				<exponent>2.2</exponent>
				<tex_coord_generation>
					<uv>
						<matrix>
							1 0 0 1
						</matrix>
						<translation>
							0 0
						</translation>
					</uv>
				</tex_coord_generation>
			</texture>
			<albedo>
				<texture>
					<texture_index>0</texture_index>
				</texture>
			</albedo>
			<random_triangle_colours>false</random_triangle_colours>
			<layer>0</layer>
		</diffuse>
	</material>

</scenedata>
it's the same with all other materials, don't understand why

thx

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Jambert
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by Jambert » Wed May 23, 2012 8:20 pm

Hi

What is the difference between old and new external material?

thx

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Jambert
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Re: Blendigo (for Blender 2.6x) 3.2.12.0

Post by Jambert » Wed May 23, 2012 10:21 pm

Can't find environnement settings?? how to use background for rendering?

please help
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