Blendigo for v1.1.1

Announcements, requests and support regarding the Blender Indigo export script
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drBouvierLeduc
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Post by drBouvierLeduc » Wed Jun 04, 2008 3:17 am

A small bug report : when applying different subdivision levels on different meshes, the value doesn't seems to be updated in the blendigo window (but it *seems* to be exported correctly).
I don't know if it's a blender or python error though, just wanted to point this

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SmartDen
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Post by SmartDen » Wed Jun 04, 2008 3:52 am

Fencer wrote:1.Very good scripts thank you thousend times :D :D
2. (For the installer) Do you know that starting with Blender 2.46 the scripts are stored in the Application Folder? :shock:
you can store your script in the old folder too
Check normals, dude!

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Fencer
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Post by Fencer » Wed Jun 04, 2008 4:19 am

i know, thank you. it was only because of the optic. 8)

Grüße nach Göttingen

BbB
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Post by BbB » Wed Jun 04, 2008 7:04 am

Hey Smart. The download link is down right now. Would you mind attaching the script here? Am stuck...

Or anyone who's downloaded it earlier care to post it? Am a bit panicky...

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zsouthboy
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Post by zsouthboy » Wed Jun 04, 2008 7:23 am

Here you go BbB:

http://www.zsouthboy.com/blendigo_v111.zip

For what it's worth Smart's link still works for me...

BbB
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Post by BbB » Wed Jun 04, 2008 7:32 am

zsouthboy
Thanks man. God, I almost thought I'd have to spend the night watching TV.

(U right. Seems to be working again. Oh well. Sorry for the panic)

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SmartDen
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Post by SmartDen » Wed Jun 04, 2008 8:13 am

sure i can link it here, but it easier for me to upload it on my ftp ;)
Check normals, dude!

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pxl666
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Post by pxl666 » Wed Jun 04, 2008 9:21 am

hey smarty!! excellent release!!! would u mind adding an option so when blender has "disp" button pressed , blendigo loads disp image automatically?
nothing fancy but if it's not a big deal...thanx anyway!!!

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SmartDen
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Post by SmartDen » Wed Jun 04, 2008 9:26 am

yeah, i think i can do it. good idea, pxl666!
Check normals, dude!

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BbB
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Post by BbB » Wed Jun 04, 2008 10:07 am

Don't worry SmartDen. It must have been a glitch working fine now.

First impression is: Good job.
Everything seems to be working fine. I've got a shift-lens image cooking now. Will upload it tomorrow.
One tiny thing: I noticed the shift lens values are not the same as those of Blender's shift lens. Would it be a big deal to try and align them (Right now I have a Y shift of -0.01 in Blendigo equivalent to -0.29 in Blender.)
Cheers.

pxl666
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Post by pxl666 » Wed Jun 04, 2008 10:07 am

thanx smart!
question about lens shift - i was sure that this was just an orthographic camera FOV...did i misundertstand something?

StompinTom
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Post by StompinTom » Wed Jun 04, 2008 2:50 pm

shift lens has absolutely nothing to do with orthographic projection.

hopefully ortho rendering is somewhere on the list of things well see soon! that would rock.

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SmartDen
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Post by SmartDen » Wed Jun 04, 2008 9:04 pm

BbB wrote:Don't worry SmartDen. It must have been a glitch working fine now.

First impression is: Good job.
Everything seems to be working fine. I've got a shift-lens image cooking now. Will upload it tomorrow.
One tiny thing: I noticed the shift lens values are not the same as those of Blender's shift lens. Would it be a big deal to try and align them (Right now I have a Y shift of -0.01 in Blendigo equivalent to -0.29 in Blender.)
Cheers.
Oh, i dont see that Blender have shift lens too. I'll connect it ;)
Thanks
Check normals, dude!

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pxl666
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Post by pxl666 » Wed Jun 04, 2008 9:12 pm

StompinTom wrote:shift lens has absolutely nothing to do with orthographic projection.

hopefully ortho rendering is somewhere on the list of things well see soon! that would rock.
can i ask then what is the difference between shift lens and ortho render?
afaik shift lenses are used for correcting perspective distortion so ortho render seems to be same function...??

BbB
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Post by BbB » Wed Jun 04, 2008 9:20 pm

The shift lens allows you to move the frame of your image laterally or vertically without moving the camera. This means you can keep your camera level on both axes in order to keep vertical or horizontal lines straight but still have the flexibility to focus on different parts of the scene.
If you look at my shift lens WIP in the WIP forum, you'll see that with the camera in this position (no downward tilt on the X axis), my walls are completely vertical but I couldn't see the feet of the tables. By shifting the lens down, I can see them without rotating the camera and thus break the perspective.
An ortho camera completely flattens the perspective so that objects that are far and close to the camera keep exactly the same size. It is not a type of camera that would be possible to create in real life. The closest would be to put the camera on, say, planet mars and zoom in on your scene on earth.

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