PyPRP for Blender 2.56 or later

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PyPRP for Blender 2.56 or later

Postby J'Kla » Mon Feb 07, 2011 9:42 am

Do we have a version of PyPRP that will export an age from Blender 2.56 or later?
Last edited by J'Kla on Mon Feb 07, 2011 9:57 am, edited 1 time in total.
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Re: New Blender 2.53 Beta Available

Postby diafero » Mon Feb 07, 2011 9:45 am

We have pyprp2, but IIRC the last state was that all it an export is basic geometry.
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Re: PyPRP for Blender 2.56 or later

Postby Lontahv » Mon Feb 07, 2011 2:46 pm

Diafero, things have developed quite a bit since you last looked. :)

PyPRP2 export currently supports the following:
geometry
physicals including kickables (static triangle and sphere only)
textures (multiple-layer as well as single-layer)
alpha vertex paint
spawnpoints
dynamic lighting (with automatic vert-color light-baking) (only supports Lamp type lights)

PyPRP2 import supports:
male and female avatar armatures

This is a rather old picture but it shows off some of the features:
Note: the following images are probably re-posts but I'll post them here for convenience.
Show Spoiler

And when it comes to the light-baking:
Show Spoiler
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: PyPRP for Blender 2.56 or later

Postby Chacal » Mon Feb 07, 2011 3:42 pm

The Fiberglass Age!
Chacal


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Re: PyPRP for Blender 2.56 or later

Postby Jojon » Mon Feb 07, 2011 4:58 pm

Lontahv wrote:...
PyPRP2 import supports:
male and female avatar armatures
...


!!!

Ooook... I know it may well be that I, as a non-dev, should probably keep my hands off, for now, but still...

So, the PyPRP2 folder goes into the /scripts/addons/ and the config in /scripts/, or something? (apparently not quite, because I can't activate the listed add-on, it seems...)


BTW: This user's first impression of the 2.50+ GUI style - OMG cluttered! :P
I guess one gets used to it. :)
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Re: PyPRP for Blender 2.56 or later

Postby Lontahv » Mon Feb 07, 2011 9:04 pm

Jojon: The folder goes into AddOns, the config goes into your user folder (under Windows 7 this would be "C:\Users\<your username>"). You'll also need to compile the texture compression thing and stick the executable and the required dlls into a folder that you set in the config file. In theory, you shouldn't need the texture compression tool if you don't plan to export any textures. The main thing is getting the config in the user folder and configuring the paths inside the config to real places.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: PyPRP for Blender 2.56 or later

Postby Jojon » Tue Feb 08, 2011 12:50 pm

Thanks, Lon!

Hmm... LibPlasma stuff in scripts/modules/ apparently...

... but now there are complaints about Python 2.6 versus 3.1 conflicts...
I think I may let this rest for now... :P
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Re: PyPRP for Blender 2.56 or later

Postby Lontahv » Tue Feb 08, 2011 5:09 pm

You must set up and build PyHSPlasma for python 3. You should put all the HSPlasma stuff into the blender install's root directory (the one that contains the executable).
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Re: PyPRP for Blender 2.56 or later

Postby diafero » Wed Feb 09, 2011 11:21 am

That's awesome, Lohntahv :) and sorry for the misinformation.
I prefer e-mails to "diafero arcor de" (after adding the at and the dot) over PMs.

"Many people's horizon is a circle with a radius of zero. They call it their point of view."

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Re: PyPRP for Blender 2.56 or later

Postby tachzusamm » Thu May 05, 2011 4:28 pm

I think I got it up to this point as well.
Jojon wrote:... but now there are complaints about Python 2.6 versus 3.1 conflicts...

Same here.

Lontahv wrote:You must set up and build PyHSPlasma for python 3.

Now I'm lost. How to build PyHSPlasma? Any advice?

(Or is there an already fitting PyHSPlasma.pyd available, somewhere?)


EDIT: Nevermind, figured that out and got libHSPlasma dlls (win32 release) + PyHSPlasma.pyd compiled with GMake + Visual Studio 2008 Express.

Then I tried to put the .pyd into Blender\2.57\scripts\modules or Blender\2.57\python\lib, but in either case it reports:
DLL_Load_fail.png
DLL_Load_fail.png (10.21 KiB) Viewed 4655 times

(In English something like: DLL load failed: The specified module was not found)

I have put HSPlasma.dll and zlib1.dll in the Blender executables folder, like the readme told, but that does not seem to be the whole story.
So, where should the DLLs go? Or am I missing another DLL?

:?
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