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#61 haikalle

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Posted 09 November 2010 - 01:12 AM

Thanks Digital777. That was very fast. And I changed them all according your text. Now wiki is done. The script it's already in svn trunk but it takes some
time until it gets into official build. When it does I will update my first page here. Until then it's better to use the script provided here. Thanks for all testing
and support. Really glad that we were able to do this. :good:

#62 Pimpmymonkey

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Posted 09 November 2010 - 04:35 AM

You are an amazing person Kalle-Samuli Riihikoski. Thank you. :drinks:

I have a question though regarding applinks in general. I, being a modo user as well as a Blender user,
after using your Applink have a dream that those two apps might share this same type of synergy.
In your opinion do you think that this is something possible or just a pipe dream?
I ask this question in a theoretical sense, not in a definitive or suggestive sense.

Thanks again for your time and effort in this project,
P. Monk

#63 Pimpmymonkey

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Posted 09 November 2010 - 04:40 AM

@ Digital777 your suggestions appear to me to be spot on.
Thank you for taking the time.

P. Monk

#64 haikalle

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Posted 09 November 2010 - 11:35 AM

You are an amazing person Kalle-Samuli Riihikoski. Thank you. :drinks:

I have a question though regarding applinks in general. I, being a modo user as well as a Blender user,
after using your Applink have a dream that those two apps might share this same type of synergy.
In your opinion do you think that this is something possible or just a pipe dream?
I ask this question in a theoretical sense, not in a definitive or suggestive sense.

Thanks again for your time and effort in this project,
P. Monk


It all depends of what kind of Api the 3d program has. I would think that Modo has already very solid API so
it should work quite well. I can see that there is already beta version out for modo. Written by Gwynne Reddick.
Niceee :good:

http://www.3d-coat.com/forum/index.php?showtopic=6945

#65 Digital777

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Posted 09 November 2010 - 09:45 PM

Thanks everyone, it's good to know that the wiki adjustments were helpful :)

The app-link is really great, i am looking forward to when they add it to the official blender build. :D

#66 haikalle

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Posted 12 November 2010 - 01:23 AM

Now the newest builds in http://www.graphicall.org/builds/ has the 3d-Coat applink support for all platforms if you want to test it out.
I updated the first video lesson 1 and it's maybe good if you check the wiki before using applink. The applink script itself hasen't been modified for while,
but Remember that you need to manually turn relative paths off again.

#67 kay_Eva

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Posted 26 November 2010 - 09:45 AM

I works great! I love Applink! Now I can do all sorts of blender baking with blender's powerful material system and much more thanks!
"Uploading 08O. But problem - no electricity now. Notebook shows 35 min to the end of power, upload - 30. Who will be the first? :)"

#68 haikalle

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Posted 08 December 2010 - 09:40 AM

In the latest graphicalls builds the 3d-coat script is broken because API change. I will let you know when the script is updated.

#69 micro26

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Posted 14 December 2010 - 05:33 PM

i tested it and it works wonders .Huge thx man :yahoo:

#70 haikalle

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Posted 14 December 2010 - 05:40 PM

Glad to hear. I'm afraid that I have to make some quite big changes into script. In the latest graphicalls version the script doesn't work as well it used to be.
I hope I can find magic button again. I will wait a while before updating the script again. I start to be quite tired to change it everytime when they changes
blender API. Don't touch it anymore :D

#71 haikalle

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Posted 08 January 2011 - 01:10 PM

Happy new year everyone!

Script is updated. This should work with the latest trunk version. But there is changes in workflow.

-Now you only select your object folder. (You don't write object.obj part anymore). The script takes object's name from blender.
The path is created like this: object folder + objects name + ".obj". I had to do this to make the script work in blender.
I have many ideas how to make this script better but for now I don't want to make big changes into script. I will wait when when blender is out from
beta status. But this script should work quite nicely for now. I will update blender svn today.

#72 3DArtist

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Posted 09 January 2011 - 04:41 PM

Thanks for the update haikalle!
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#73 haikalle

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Posted 17 January 2011 - 12:15 PM

Script is Updated. Well, It took a long time and in the end it was quite easy fix, but now the script works like it worked before with the latest blender version.
So the video tutorials are valid again. Only change for users is that "object path" is now "object(name from blender) name". Sounds odd but it will clear up
to you when you test it. The script is updated already in svn. But if you want to try it now I will put 3dcoat folder here too. Just replace the old folder
with this one. (from scripts/addons). Right now I feel that the hardest part is over with blender API and from now on it should be quite staple. Fingers Crossed :p:

Attached File  io_coat3D.rar   6.95K   73 downloads

#74 parel

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Posted 17 January 2011 - 03:59 PM

:drinks: Three cheers for haikalle!

#75 kay_Eva

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Posted 24 January 2011 - 03:35 AM

Thanks haikalle
"Uploading 08O. But problem - no electricity now. Notebook shows 35 min to the end of power, upload - 30. Who will be the first? :)"

#76 haikalle

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Posted 25 January 2011 - 08:13 AM

Thanks everyone! It's really nice to hear that the script is working, or then you are just too polite ;)

There is something that troubles me. When I'm using applink it seams that my normal maps are inverted. Ups are downs and vice versa.
My 3d-coat normal settings are: Maya and "Normalize T by B". But whatever settings I try my normal map dosen't look correct. I can easily
fix this in blender by setting normal amount to -1. I could put it the script that it sets amount automaticly to -1.
But in the end the amount should be 1 not -1. What do you think about this??

#77 ifxs

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Posted 25 January 2011 - 12:54 PM

does this script also transfer voxel meshes as well? or is it strictly for material/texture painting?

Thank you haikalle !!
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#78 haikalle

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Posted 25 January 2011 - 01:49 PM

Hi ifxs!

I think you can. Blender dosen't read 3b files but you can bring them using .obj file format. Here is a quick demo

http://www.vimeo.com/19165989

Message to Andrew: right now you can load 3b files if the path is inside of import.txt. But we need to get 3b path from export too.
So if the 3b is saved in 3d-coat then it could write the path into export.txt. Many thanks.


#79 haikalle

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Posted 25 January 2011 - 06:19 PM

script updated. Now you can put textures into separate folder. If texture folder box is empty it uses mesh path folder to seek textures. If not empty, it uses
texture folder to seek textures. Also I did some UI clean up. Exchange folder box is moved under Applink Settings.

#80 kay_Eva

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Posted 26 January 2011 - 01:54 AM

Thanks everyone! It's really nice to hear that the script is working, or then you are just too polite ;)

There is something that troubles me. When I'm using applink it seams that my normal maps are inverted. Ups are downs and vice versa.
My 3d-coat normal settings are: Maya and "Normalize T by B". But whatever settings I try my normal map dosen't look correct. I can easily
fix this in blender by setting normal amount to -1. I could put it the script that it sets amount automaticly to -1.
But in the end the amount should be 1 not -1. What do you think about this??



Yes! I've had the same issue since forever. I always just set it to -1. But it's not just 3dCoat it's from other programs too. So I think it's less of an Applink issue and more of a blender issue. I was looking for an option in blender so that the default normal map value would be negative 1 but I couldn't find one. If you set the value in the applink I would be happy with that!
"Uploading 08O. But problem - no electricity now. Notebook shows 35 min to the end of power, upload - 30. Who will be the first? :)"




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