Alternativa3d Exporter Update to blender 2.57

David Jones
@david3jones
avatar-davidejones

Seen as there is now a stable release of blender which is version 2.57 i figured i’d update my export script again just to make sure its working still. You can download the latest version here folks: Click here to download

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Comments

  • avatar-adam
    # Adam
    Unfortunatly it doesnt work when there are few thousends polygons, and stops after adding certain amount of faces resulting in incomplete files :(.
  • avatar-davidejones
    # davidejones
    Oh really? i’ve only tested it with small scenes. Could you send me the blender file and i can try see if i can fix any of this for you?
  • avatar-adam
    # Adam
    I have sent the file to your email address from ‘about’ section. Thank you :).
  • avatar-davidejones
    # davidejones

    Thanks, I’ve emailed you back a fixed version. I’m going to run a few more tests and then I’ll release an update on my blog for others to have as well.

    Incase anyone is wondering the problem is when you have multiple textures on your model it won’t export the material properly.

  • avatar-adam
    # Adam
    Thank you David for the updated version you sent me! As for me, it works like a charm now. Thank you also for your tips about fixing my model’s faces problem. They were really helpful. Cheers!
  • avatar-davidejones
    # davidejones

    no problem glad i could help.

    i’d love to see what your working on when its complete

  • avatar-dion-ridley
    # Dion Ridley

    Any update on this? This would be very useful to me but at the moment the script seems to be dying just as it starts to stop just after it writes the constructor to the file.

    //Alternativa3D Class Export For Blender 2.57 and above //Plugin Author: Invisible Man, http://www.davidejones.com package { import alternativa.engine3d.objects.Mesh; import alternativa.engine3d.materials.FillMaterial; import alternativa.engine3d.materials.TextureMaterial; import alternativa.engine3d.core.Vertex; import AS3.vec.Vector; import flash.display.Bitmap; public class lowman_shoes extends Mesh { =============

    That’s where it dies.

  • avatar-davidejones
    # davidejones

    Ah sorry yes i do have a slightly updated version which corrected some problems that the previous user mentioned.

    I’m trying to update this and re do my website so i’ve been a little slow with things lately.

    I’ll try post an update shortly.

  • avatar-jose-alejandro-realza-rojas
    # Jose Alejandro Realza Rojas

    Hi David .. try doing a test with a simple geometric figure. When you export the file. AS apparently is okay, the problem happens when you add to the container Alternativa3D. You use the following code:

    var bx: mybox mybox = new (); bx.calculateNormals (true); bx.calculateBounds (); container.addChild (bx);

    But as it happens in version 7, the method calculateNormals () does not exist. So I put:

    var bx: mybox mybox = new (); bx.calculateBounds (); container.addChild (bx);

    But in this case adds nothing to the container, then I fail to see anything, but how big you assign the object. What would be the correct way to add it. Thanks to Excellent Your Job

  • avatar-jose-alejandro-realza-rojas
    # Jose Alejandro Realza Rojas

    Ready, just had to use the following code:

    amen.calculateFacesNormals (true);

    Thank you very much for your great work, I’ll be following it! @JoseAlejandroRR

  • avatar-davidejones
    # davidejones

    Hi Jose , thanks for the comment yes you are right you do have to use the calculateFacesNormals, sorry if i have missed this out in any instructions.

    You can follow my latest version of the addon here http://davidejones.com/blog/alternativa3d/blender-alternativa-addon/

    Where i have moved it to google code.

    Perhaps i should make the amen.calculateFacesNormals (true); generated as part of the class rather than when you are adding it to the container. This would make more sense.

    I’m going to be updating the addon soon for version 8 so keep an eye out for that!

  • avatar-jose-alejandro-realza-rojas
    # Jose Alejandro Realza Rojas

    Yes, it makes sense, so the package would take care of all the code parsing object itself.

    What occurred to me is to see if I can do something similar to your script, but working with Google SketchUp API in Ruby programming, would be another great tool

  • avatar-davidejones
    # davidejones
    Hmm that is a good idea, i have sketchup but i’ve never looked into the api. Good luck with the project, let me know if i can help in any way.
  • avatar-jose-alejandro-realza-rojas
    # Jose Alejandro Realza Rojas

    Good friend David .. Already started to develop the basic plugin. So far I can create and export figures to get a code similar to yours (I hope you do not mind), adding the color applied to the faces. I continue to expand to make optimum.

    By the way, I have found the problem with your plugin, when is a very complex figure does not write the whole class .. SketchUp something happens and I know why. If you want to talk can contact me @JoseAlejandroRR or my email, my excellent complement knowledge. Thanks!

  • avatar-christian
    # christian
    im a beginer in using blender can but me and my member are doing some project like augmented reality , we have a model and texture…then we save it in the same folder (.blend and . dae ) and the texture we use is in the same folder but when we run our project the texture are messy what will i do??
    • avatar-davidejones
      # davidejones
      maybe some problem with the uv mapping?

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