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by Redacted · in Artist Corner · 01/17/2006 (7:14 am) · 64 replies
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#2
01/17/2006 (7:43 am)
Nice work guys!
#3
Using Python version 2.4
Dumping output to file 'C:\Documents and Settings\Owner\Desktop\ScubaMan\ScubaMa
n.log'
Traceback (most recent call last):
File "", line 1662, in ?
File "", line 1650, in entryPoint
File "", line 342, in loadPrefs
File "", line 273, in loadOldTextPrefs
KeyError
I re-installed 2.4 to make sure that it was not just my installation and overlayying the previous exporter.
01/17/2006 (8:16 am)
I'm getting the following message in the console window when I select the exporter from the scripts->export->torque shape(.dts)... menuUsing Python version 2.4
Dumping output to file 'C:\Documents and Settings\Owner\Desktop\ScubaMan\ScubaMa
n.log'
Traceback (most recent call last):
File "
File "
File "
File "
KeyError
I re-installed 2.4 to make sure that it was not just my installation and overlayying the previous exporter.
#4
01/17/2006 (8:21 am)
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#6
The new exporter is incredible. All I've done with it so far is to export a simple animated static shape, but everything went flawlessly (once the little problem with prefs was fixed).
Special thanks to James & Xen for the new exporter GUI.
01/17/2006 (9:24 am)
Joseph... Thank you!The new exporter is incredible. All I've done with it so far is to export a simple animated static shape, but everything went flawlessly (once the little problem with prefs was fixed).
Special thanks to James & Xen for the new exporter GUI.
#7
I'm REALLY excited. Great job, Joseph! Thank you!
01/17/2006 (11:28 am)
Hmmm --- dunno if I can get to testing it tonight (or Wednesday), but I'll go ahead and give it a shot on Thursday (along with any updates between then & now) and try out the new & improved Blender 2.40. I guess I can be the "idiot proof test" since I'm still a n00b to Blender modeling.I'm REALLY excited. Great job, Joseph! Thank you!
#8
Some UI feedback: if you use the default Blender configuration (viewport size) and select the export item than the DTS export UI will show up in the bottom pane, most likely. And you will only see the bottom half of the UI, which is confusing at first, since most buttons are in the top portion, including the export one. I am not sure how to solve this (or if it is really a problem), but it would be good if the UI could appear scaled, fitting the pane it was opened in, just so that people could see the entire window (and manipulate the viewspace/zoom in accordingly if possible.) Or altenatively you could put the row of action buttons (export/sequence/etc) in the bottom.
This is of course a very, very minor issue, or not an issue at all, depending on which viewpoint the UI will display in your setup (viewport size and menu location). But you asked for feedback!
01/17/2006 (4:10 pm)
I also got the prefs error, but after deleting the text buffer it went away. Tested exporting a GUS with armature, everything went smoothly (looking at it right now, he is waving his little cookie arms around in the showtool pro...)Some UI feedback: if you use the default Blender configuration (viewport size) and select the export item than the DTS export UI will show up in the bottom pane, most likely. And you will only see the bottom half of the UI, which is confusing at first, since most buttons are in the top portion, including the export one. I am not sure how to solve this (or if it is really a problem), but it would be good if the UI could appear scaled, fitting the pane it was opened in, just so that people could see the entire window (and manipulate the viewspace/zoom in accordingly if possible.) Or altenatively you could put the row of action buttons (export/sequence/etc) in the bottom.
This is of course a very, very minor issue, or not an issue at all, depending on which viewpoint the UI will display in your setup (viewport size and menu location). But you asked for feedback!
#9
01/17/2006 (4:12 pm)
Oh, and BTW nice touch with the JS script that attempts to install everything automatically. Worked like a charm, even in my localized version of XP. Couldn't be easier for the users of Blender on Windows.
#10
01/17/2006 (5:00 pm)
Does the exporter refer to the version of Python installed on the system, or the version of Python 1.4 included with Blender 2.4? I get console errors whenever I try to use the exporter, and I think it seems to be referencing the system install (since I'm still reliant on the old exporter for my current project, I have Python 1.3 as my system install).
#11
01/17/2006 (8:19 pm)
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#12
01/17/2006 (10:21 pm)
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#13
01/17/2006 (10:30 pm)
Remember, it's easy to make a pane go fullscreen; either by clicking on the fullscreen icon or by hitting Ctrl - Down Arrow (reverse it with Ctrl - Up Arrow).
#14
01/18/2006 (12:07 am)
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#15
01/18/2006 (5:19 am)
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#16
Only problem I'm having and it looks like a big one. After I export my player and animations, the Action Editor selection box goes blank and I loose the ability to modify actions. The actions are still in the file since I can do the Shift+F4 and see them and the exporter still shows them and can export them though.
I verified this on Claude and the same thing happened as my player model.
01/18/2006 (5:50 am)
Looking REALLY NICE!Only problem I'm having and it looks like a big one. After I export my player and animations, the Action Editor selection box goes blank and I loose the ability to modify actions. The actions are still in the file since I can do the Shift+F4 and see them and the exporter still shows them and can export them though.
I verified this on Claude and the same thing happened as my player model.
#17
01/18/2006 (6:18 am)
My UI feedback was a minor issue, it is something that you guys should not spend time trying to address. After posting I also did a quick examination of the UI code and saw that changing this is a huge undertaking, not worth the trouble imo. Simply clicking the expand pane button is the way to go, as Don mentioned. Maybe in the future we could add this to a FAQ or documentation ("if you are not seeing the complete exporter UI please expand the viewport"). I only got confused because on my blend file the UI opened in a way where no control was obviously cut in the middle or partially obscured, it was just missing to top row of buttons.
#18
01/18/2006 (6:24 am)
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#19
01/18/2006 (6:29 am)
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#20
If I deselect and then reselect the object I get back my animations. Looks like this might also be useful in an FAQ if there is no way to modify.
01/18/2006 (6:29 am)
You're absolutely correct!If I deselect and then reselect the object I get back my animations. Looks like this might also be useful in an FAQ if there is no way to modify.
Torque 3D Owner JohnT