I often use the preview render in the viewport and it seems to work properyl. As explained in the first post, I deactivated the bevel in the viewport to get something lighter. You can go manually in the modifiers for each piece and turn it for viewport or set the variable in the script before running it.
I seem to be having some issues running the script on Windows. I import the .dae and hit "Run Script", but i only seem to recieve an error. This also happened with the lite version. I use Blender 2.78c with filmic blender installed. If you have any idea how i could fix this it'd be awesome.
@maplestick. To help me understand your issue, please post a screenshot of the Blender console just after you received the error. To display the Blender console on windows: Window > Toggle System Console
Writing node id='Part_196', name='Part_99780.196'
...
(100 more lines regarding node writing)
...
Writing node id='Part_477', name='Part_24201.477'
Traceback (most recent call last):
File "C:UsersGebruikerDesktopAdvanced 0.1.5.blendreplace.py", line 6, in <module>
TypeError: bpy_struct: item.attr = val: enum "sRGB / BT.709" not found in ('None', 'Rec709', 'XYZ', 'sRGB')
Error: Python script fail, look in the console for now...
I hope this helps!
Looks like you have an error with filmic.
Do you see this in Blender:
Display Device: sRGB / BT.709
Yes, these are the exact settings i've been using.
Console says that it can not find the profile.
I can get the exact same error if I remove filmic-blender color management.
If you want to make it work, you can comment or delete line 6 in replace.py
#bpy.context.scene.display_settings.display_device = 'sRGB / BT.709'
I had the same issue when i updated Blender and forgot to reinstall Filmic. Try to download it and copy it again, that worked for me.
@nachapon If you set the renderer to "Performance > Progressive" you have the same render method like in the preview but with all features and you can cancel anytime to save your render resolution. No need to use an odd screenshot method. 😃
Hello!
The script runs fine for me except that it does not replace the patterned parts. Meaning I get white faces and white torsos after rendering. I do not have this issue with the Lite version. Any idea what could be the reason?
Edit: Nevermind, I posted too fast, it was my fault... I deleted some "metal" files instead of replacing them and it looks like this script hangs when it cannot find a png, unlike the Lite version.
@doniazade all image files are used. Decoration material is way more complex in the Advanced version and masks are automatically created from image files to make the difference between the multiple materials making a decorated part. If you want to use your customized decorations, you need to make sure that you don't delete any files (or that you alter the node material appropriately).
@Scrubs Yes I realize that now, it's all sorted out. Merci !
Hiya, i wanted to let you know it's all fixed now. I forgot to drag the maps out of the zip file. Whoops. ^^''
It works like a charm. Render times are insane but that was to be expected. Keep up the good work!
Glad to hear. This is great!
@Renderbricks Thanks, it work fine 😃
Script has been updated to rev. 0.1.6
When I Import Collada into Blender and then run the script it only puts one object into the Model and all the objects have a white texture. How can I select all the imported objects and then click run script? The object outliner seems very retarded in Blender, since it doesn't allow you to easily select multiple objects using shift or ctrl as is standard in other programs.
Don't click anywhere or do anything after importing the model. Only click on "Run Script".
You can shift+click in the outliner to select multiple objects.
Now it's running and it puts everything under Model, but everything still comes out with the same texture and if I try and export to FBX to go to Cinema 4D I get:
FBX export fetch meshes (120)...
Traceback (most recent call last):
File "C😛rogram FilesBlender FoundationBlender2.78scriptsaddonsio_scene_fbx__init__.py", line 595, in execute
return export_fbx_bin.save(self, context, **keywords)
File "C😛rogram FilesBlender FoundationBlender2.78scriptsaddonsio_scene_fbxexport_fbx_bin.py", line 3062, in save
ret = save_single(operator, context.scene, filepath, **kwargs_mod)
File "C😛rogram FilesBlender FoundationBlender2.78scriptsaddonsio_scene_fbxexport_fbx_bin.py", line 2970, in save_single
fbx_objects_elements(root, scene_data)
File "C😛rogram FilesBlender FoundationBlender2.78scriptsaddonsio_scene_fbxexport_fbx_bin.py", line 2783, in fbx_objects_elements
fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
File "C😛rogram FilesBlender FoundationBlender2.78scriptsaddonsio_scene_fbxexport_fbx_bin.py", line 1127, in fbx_data_mesh_elements
def_mat = blmats_to_fbxmats_idxs[0]
IndexError: list index out of range
I don't know how well you know Blender, but you have different shading type in the viewport. If you are in solid mode (default), you won't see the textures. It just appears white (textures) or with solid colours. If you switch to Rendered this is closer to what you will get in final render - Not the same as I set different values for viewport render and final render.
If your objects have been moved to "Model" and no errors are displayed, the script was successful. This is aimed at being rendered in Blender Cycles. I don't think that Cycles metarials will be exported in FBX.
Regarding FBX exporter, I have no experience with it, so I won't be able to help for this one.
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