Page 2 of 2 FirstFirst 12
Results 21 to 35 of 35
  1. #21
    Originally Posted by neverhood311 View Post
    A minor update but a good one.

    Thanks to a nudge from Marlaur, I've added buttons for Smooth/Flat shading. This feature's been on my wishlist for a while. Previously, if you wanted to change the shading of your sequence, you had to do it manually for each frame. Now, you can do it with one click.

    If that feature would be helpful for your project, go grab the updated script (link in the first post of this thread)
    Thanks for the new feature - this will be helpful!



  2. #22
    Member karlis.stigis's Avatar
    Join Date
    Sep 2010
    Location
    Riga, Latvia
    Posts
    299
    Wow, this is very helpful and in just the right time for me. Thank's a lot! Alembic is still not fully implemented and this was the only way.



  3. #23
    Member
    Join Date
    Nov 2013
    Location
    Utah
    Posts
    35
    Originally Posted by karlis.stigis View Post
    Wow, this is very helpful and in just the right time for me. Thank's a lot! Alembic is still not fully implemented and this was the only way.
    I'm you find the addon helpful! If you don't mind sharing, I'm always excited to see how you guys are using the addon.



  4. #24
    Member karlis.stigis's Avatar
    Join Date
    Sep 2010
    Location
    Riga, Latvia
    Posts
    299
    I had to convert animated metaballs to mesh sequence, so that modifiers could be added.



  5. #25
    Hineverhood311

    I also tried the script and it worked pretty nicely. I want to use it to prepare an fbx animation based on a fluid sim. So I exported the fluid sim as a sequence of obj and re-imported them using your script. I am however novice on blender. How can automatically convert the this sequence to keyframes, thus fbx can have embedded the animation.

    thanks



  6. #26
    Member
    Join Date
    Nov 2013
    Location
    Utah
    Posts
    35
    Originally Posted by kkakosim View Post
    Hineverhood311

    I also tried the script and it worked pretty nicely. I want to use it to prepare an fbx animation based on a fluid sim. So I exported the fluid sim as a sequence of obj and re-imported them using your script. I am however novice on blender. How can automatically convert the this sequence to keyframes, thus fbx can have embedded the animation.

    thanks
    Hi kkakosim,

    Unfortunately, I'm not very familiar with the FBX format and its capabilities. From the research I did just now, it doesn't look like it supports mesh sequences. It looks like it also doesn't support animated visibility, so you couldn't use the bake feature.

    Why do you want to put it into an FBX file?



  7. #27

    Would load-on-demand be somehow possible?

    Hi, I would like to render 1300 ply files (total 13Gb) as an movie. By looking at the demo video, it seems like all meshes are loaded into memory at the beginning. Is that the case? Do you have any recommendation for rendering a sequence of such a size?



  8. #28
    After doing some research, I think I need something different, probably https://docs.blender.org/api/blender....handlers.html

    With a handler I can create a simple script that replaces the model every time the frame changes.



  9. #29
    Member
    Join Date
    Nov 2013
    Location
    Utah
    Posts
    35
    Originally Posted by vida_vida View Post
    Hi, I would like to render 1300 ply files (total 13Gb) as an movie. By looking at the demo video, it seems like all meshes are loaded into memory at the beginning. Is that the case?
    Yes, That is accurate.

    Originally Posted by vida_vida View Post
    Do you have any recommendation for rendering a sequence of such a size?
    Currently, your best bet would be to split the sequence into smaller chunks that each fit in memory and create separate .blend files for each chunk. Remember that Blender "inflates" the data slightly so if you have 4GB of files to load, it might end up being ~4.5GB in memory.

    Originally Posted by vida_vida View Post
    With a handler I can create a simple script that replaces the model every time the frame changes.
    This is what Stop Motion OBJ is doing already. Unfortunately, that's one of the limitations of the script (and of Blender, in my opinion). Each time you tell Blender to load a mesh, it creates a new one and your previous one remains in memory. As far as I can tell, the only way to free up memory in Blender is to save your file, quit, and reload Blender.

    I've tried this already, but if you can find a way to create one mesh and replace its mesh data in-place, I'd be REALLY interested to hear how you did it .
    Last edited by neverhood311; 04-Mar-17 at 10:41.



  10. #30
    Have you considered making it possible to export the obj sequence as an alembic (.abc) format? I was just curious because I cannot find any other tools out the that will convert an obj sequence to an alembic file for me. Now that Blender supports exporting an Alembic sequence, what you would need to do is make the animation a single changing mesh, instead of just hiding and showing different meshes each frame. Is that even possible to do?

    Just an idea. Thanks.
    Last edited by CyberBurst; 01-Jun-17 at 12:27.



  11. #31
    Member
    Join Date
    Nov 2013
    Location
    Utah
    Posts
    35
    Originally Posted by CyberBurst View Post
    Have you considered making it possible to export the obj sequence as an alembic (.abc) format? I was just curious because I cannot find any other tools out the that will convert an obj sequence to an alembic file for me. Now that Blender supports exporting an Alembic sequence, what you would need to do is make the animation a single changing mesh, instead of just hiding and showing different meshes each frame. Is that even possible to do?
    CyberBurst, that's a good idea but I neither have the knowledge of the alembic file format nor the time to make it happen. Also, it's a little outside the scope of this addon, though it'd make a nice helper addon.

    I'm also wondering why you can't export the mesh sequence as an alembic file in the first place, like in the software you used to create the mesh sequence. What's your use case like? Where are you getting your OBJ sequence from in the first place?



  12. #32
    Member KineticEgg's Avatar
    Join Date
    Oct 2010
    Location
    United Kingdom
    Posts
    14
    Originally Posted by neverhood311 View Post
    I've tried this already, but if you can find a way to create one mesh and replace its mesh data in-place, I'd be REALLY interested to hear how you did it .
    Great addon sir..

    Also using huge raw optical scan mesh sequences here for facial animation. This is something I started back in 2012 and have been asked to revisit it.



    I'm not a coder in the slightest, but did figure out a pretty dirty way to load each frame on demand so it would 'create one mesh and replace its mesh data in-place' while freeing up any orphan data from memory. The 200 frame sequence (3.4gb of OBJ's) in that video would take up more than 16GB if cached.. Also the resulting save file from Blender comes out to be 6gb compared to a 50meg setup file.

    anyhow you can have a look at my coding attempt here



  13. #33
    Thanks a ton for your addon. Found this video on youtube showing how it can be used for Blender Eevee


    I might try this out myself.
    Last edited by melvi; 13-Feb-18 at 10:29.



  14. #34
    Member
    Join Date
    Nov 2013
    Location
    Utah
    Posts
    35
    Melvi! Did you use my addon to make this video? That's awesome!



  15. #35
    No. I didn't make the video or it's content. I posted it here so that ppl can see how useful it is and how it is implemented. In the comment section, the guy who made the video was kind enough to share how he did it using your addon. Since Blender 2.8 eevee doesn't support deformation animation with skeletons, blenshape. e.tc. He also provided a link to your addon as well in the comments.

    He knows a lot about Blender eevee from his youtube channel content.

    My apologies for not communicating it better. I have edited the previous post to get it across better.
    Last edited by melvi; 13-Feb-18 at 10:30.



Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •