No problem, I'll try to fix bugs you may encounter as you go.cskid13 wrote:In that case, I will start with 2.7. I can test the AlcScript, too.
Well, right now it's still just the old PyPRP on a new Blender version, you knowRabenschwinge wrote:I´m really impressed by this, amazing how much you have acomplished already!
Can´t wait to see what the experimental PyPRP will be when it´s finished!
Nope. I was adding those export options the other day, but stopped because I didn't like how non-customizable it was. I didn't want to change drastically PyPRP, but these export options definitely need their own interface.dendwaler wrote:Is it not possible yet to export a single prp?
I have no idea if the new version of PyPRP will be able to handle such big Age (especially since it seems you are using complex lighting and logic in your Age), so keeping backups of the 2.49 version is a very good idea. I tried my best to make sure the plugin is compatible with Ages built in 2.49, but so far I've been the only tester and only tested a few of PyPRP's features. So you should expect lots of bugs when moving the Cathedral (although I'll do my best to fix any problem you might run into).dendwaler wrote:I try very carefully (on a copy on a differnt disk) to switch my big Cathedral project to this new version.
If this succeeds i can finally ditch V2.49
Yes indeed. Along with the export interface, I would like to bind Blender's layers to different PRPs automatically. Only visible layers would be exported, which means you'll no longer have to use the "page_num" property.dendwaler wrote:But saving in different prp's is a must.
It's just to translate the animation from one point to another within Blender ? The script will need to be converted to the new API, but it should work (maybe the new Blender can do this already. I'm not really familiar with animations, when I need to duplicate an animated object I edit the ipo curve manually...).dendwaler wrote:It would be great if we could use relative curves in animation (delta x,y,z)
And then the exporter would automaticly convert this to absolute cooordinates.
Therefore i use a script from d'Lanor , i can post it if you don't have it.
It can do both, from relative to absolute and the other way around.
I Use it when i have to copy an animated object to another position.
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