Blendigo for v1.1.5

Announcements, requests and support regarding the Blender Indigo export script
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Pinko5
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Post by Pinko5 » Thu Jun 19, 2008 11:10 pm

Ok Smart i try to check the error in other place... ;)
Luca.

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SmartDen
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Post by SmartDen » Thu Jun 19, 2008 11:14 pm

palawat wrote:
palawat wrote: 19,959 KB from the 1.0.9
32,192 KB from the 1.1.5
With your new Blendigo 1.1.5, now the .igs size is 12.698 KB
i can confirm it
Thank you very much, SmartDen
thank you for testing
Check normals, dude!

Image
Image

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delic
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Post by delic » Thu Jun 19, 2008 11:21 pm

SmartDen wrote:
delic wrote:Between blendigo 1.1.5 and blendigo 1.1.5_bigfile, the -meshs.xml file sizes are exactly the same.

blendigo 1.0.7: 16'821 KB
Blendigo 1.1.5 : 35'932 KB
Blendigo 1.1.5_bigfile : 35'932 KB
remove 1.1.5_bigfile
Ok, so I removed Blendigo 1.1.5_bigfile from the scripts folder, still the same size. But I thought the Blendigo 1.1.5_bigfile was the new one since it's dated from today ! I'm confused ....

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Pinko5
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Post by Pinko5 » Thu Jun 19, 2008 11:26 pm

There was a problem in my new complex mesh... :( i delete it and now works fine!!!
Luca... :D

BbB
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Post by BbB » Fri Jun 20, 2008 9:30 am

Thanks for the bigfile script, Smart. Downloading it now.
Hi!
SmartDen - I've got some sugestion about selecting material to mix (in blend type). Everything goes nice when we have few material, but with a lot of it selecting material has limited becouse list are displayed in single column.
I very much agree with that. Definitely one to look into once you've got time. I've also been calling my new mats AAA(...) but it requires quite a bit of advanced planning.

enricocerica
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Post by enricocerica » Fri Jun 20, 2008 5:39 pm

Thanks SmartDen,

I tested this version and I get back to the expected size :

Previous 115 version : 450mb
Current 115 version : 180mb

But now I get another problem :

Image

Once I'll get over this, I suspect another problem as Nick as revert the Normal size check. So my question : is there a blender script to set the normal size to the expect size if it is too low ?

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palawat
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Post by palawat » Mon Jun 23, 2008 7:48 pm

SmartDen,

Any news about linking shift lens to Blinder's shift lens?
Cheers,

Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64

BbB
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Post by BbB » Mon Jun 23, 2008 9:12 pm

Any news about linking shift lens to Blinder's shift lens?
+1

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SmartDen
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Post by SmartDen » Mon Jun 23, 2008 9:39 pm

any news about testing texured meshes? i've changed texturing method, why i get not feedback?!
Check normals, dude!

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Image

BbB
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Post by BbB » Mon Jun 23, 2008 10:18 pm

I've used the script quite a bit over the weekend. I did have a few texture issues, but if I remember well they were all my fault.
Good job Smart, as always!

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Pinko5
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Post by Pinko5 » Mon Jun 23, 2008 10:36 pm

I dont undestand Smart but now we need use the UV_sets metod like in your exaple in first page of this thread or no more...
Luca. ;)

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palawat
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Post by palawat » Mon Jun 23, 2008 10:48 pm

Sorry SmartDen, I'm lost. Did I miss something about the UV mapping (apart from your explanation on the first page)?
Cheers,

Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64

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SmartDen
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Post by SmartDen » Mon Jun 23, 2008 10:58 pm

palawat wrote:Sorry SmartDen, I'm lost. Did I miss something about the UV mapping (apart from your explanation on the first page)?
currently i looking for new good uv mapping methond for blendigo. it's actually internal changes, but you can see it if you make uv mapping with several islands, some islands will be not pass to each other. i wonder why nobody noticed it already :?: howerver i still searching the best algorythm to reduce amout of uv coodinates and export time.

Cheers!
Check normals, dude!

Image
Image

BbB
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Post by BbB » Mon Jun 23, 2008 11:05 pm

Maybe that's where my texture problems came from then (some distorsions on some faces...) Not quite sure... They weren't very noticeable anyway on the scenes I rendered yesterday...

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palawat
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Post by palawat » Mon Jun 23, 2008 11:36 pm

Islands in UV mapping? Now it's time for me to learn new things.

Mostly, I just use the cube UV projection and such. Never really unmapped any complex model before. Hopefully some power user can give us more informative feedback.

Continuously learning from you guys. Thanks
Cheers,

Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64

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