Hello, first of all kudos to you for your tool, is really handy
I’m trying it and I frequently get this blocking error:
blender(16458,0x7fffcb0683c0) malloc: *** error for object 0x10af56210: incorrect checksum for freed object - object was probably modified after being freed.
*** set a breakpoint in malloc_error_break to debug
At last it happened! For the first time a neat addon with your own icons and design!
Anyone who makes addons, please pay attention to how to design your work. It is important! It is very good that a lot of people write good additional functionality, but without proper external design, such add-ons turn the blender into a mess. Especially when the blender icons are used for its functions as icons for addon functions. It is not right. Stop doing this! The Internet is full of neat free icons for any needs. You can always design your work and make it unique and understandable without copying other icons created entirely for other functions of the program.
Special thanks to the creator of this addon for a good example of how it should be! And of course for the functionality too.
Lastly is the organization of the baking list itself, it doesn’t seem to be alphabetical but random. Not sure if it’s by design but to me, it feels more logical to order the list by name.
For a final suggestion, when baking to a single map, it would be great to be able to input the name of the map (as an addition to picking the first name in the list automatically) just in case you want to have different versions of the same bake.
@Kabu
Unfortunately there is not much I can find out with just that information on google. Can you tell me what tools you used? I have not encountered these issues myself so far.
@jpthrash
Thanks again for your detailed feedback and testing.
Tangent/Object Normals: I believe this happens when one of the pairs does not have a high poly set, e.g. you bake the Normals of a low poly object on itself. Will have a further look if its not something else.
Bake error: I’ll address the error later today, I know what it is.
Sorting by name: Working on that right now, sorting alphabetically is easy and obvious, thanks
so3Datel Was kind enough to give me one of his detailed gun models with many intersecting high and low poly objects. I am testing right now with his scene to improve the name pairing and some tools to fix object naming.
If you want to exclude objects from the bake you should be able to use the following options that are found under the Object Properties panel. The python commands are shown at the top of the screen in the Info Area.
Now it doesn’t matter if the objects are hidden or not, they should be excluded.
Tools version 0.70. I disabled all UV texture addons I have.
Align edge appear to trigger it:
Executing IslandsAlignSort main 0.00390625
Islands: 0x, 0.0006 seconds
Islands: 0x
blender(3258,0x7fffa69203c0) malloc: *** error for object 0x10b4a8410: incorrect checksum for freed object - object was probably modified after being freed.
*** set a breakpoint in malloc_error_break to debug
It’s good that you thought to disable other Addons. I have some Addons for Vertex Painting that throw various non-related Addons into chaos.
Once I install them, even some Add Mesh tools start throwing errors.
@1D_Inc :
Regarding Anti Alias: No worries, it was actually much easier than I thought. The image object in blender actually has a resize method oddly named ‘scale’ which samples the image unlike what I read before.
@veti & @jpthrash
Oooops, you guys are right I actually baked in Object space (so silly of me), thought the code was right and perhaps something else was wrong. All fixed now
@Marc Clint Dion Thanks for the input, I was aware of the ignore flags but didn’t know that hiding objects are not affecting the bake or AO bake in particular. I actually just noticed that just restricting render-able for the cube object solves it as well with less properties to change.
So what I did now is to ‘restrict render’ all all objects of the visible scene that are not part of the bake objects. And obviously restore this afterwards. This also works with isolating, here is a demo:
@kabu
Thanks for the detailed log and sample file. I still haven’t been able to reproduce it but I will try to put in some safety checks, e.g. ‘None’ objects etc. Your error doesn’t throw any python violations, instead it seems to be more low level like memory or pointer wise.
My wife has a MacBook and OSX, I will give it a try this evening on the Mac, see if I can reproduce the bug.
First of all thanks for your great work. This is a real timesaver!
But I have a question - is it possible to implement a skew correction mode for the baking side?
I could imagine this would require a additional implementation or are complete override of the bake engine, but maybe?
The progress on this add-on is insane, thanks a lot.
I was wondering if there is going to be some more advanced options for baking, for example with normal maps, I would like to be able to choose between tangent and object space, DirectX or OpenGL, etc.
Yes, it looks like an error from low-level C source code. I’ll try that on windows.
It is related to UV managing only anyway, baking works correctly.
I’m trying that now but I’ve to setup a full complex object for baking…
Thank you.
@renderhjs
the transmission tools of this uvtools addon is what i’m talking about. see https://youtu.be/ERGf8X5ex28?t=1m56s
the problem with uvtools is it changes the shape of the uv island drastically, not just straightens the edgeloops
Maybe you’re right and you’ll come up with a more elegant solution, but I will tries explained to you what I mean
In 2.8 we will have Collections/Layers. And I propose put LP to the one layer, HP to the another layer, and chose these layers in TexTools, for example: LP layer - for low poly; HP layer - for hight poly.
Create equal materials for each equal lp and hp objects. And use this materials for indication what is what will be baked. Maybe not ID, but materials names or colors.
Personally I think it is more organize (layers) and visually readable (colors) for control and check what will be baking to low poly.
For more simple situations I propose use standard solution From selected to Active.
Upd: but this can’t be useful if you try baking material ID for masking for texturing.
sorry for my english