A mac:povanim is the original povanim script without GUI.
but with a binding to mac/os (sep, dir, etc.).
I am working on this but if nobody is interested, I let it down.
A mac:povanim is the original povanim script without GUI.
but with a binding to mac/os (sep, dir, etc.).
I am working on this but if nobody is interested, I let it down.
I would VERY MUCH like to work with you on this!
I am working with the developers to re-code the GUI portions of the MacOS Python implementations, but in the meantime I would LOVE to help out with a GUI-less version. Even if I have to hand-code variables for now I am ready to give it a whirl!
Email to bischofftep@mac.com or respond here!
-Bischofftep
Ok, the file is here:
http://jmsoler.free.fr/util/blenderfile/pymacpovanim226.zip
At your own risk, that is a blind test : I have never
used a mac in my life. Good luck! ![]()
Okay:
Got it, and ran it…
And unfortunately it hit the following error:
NameError: name ‘glRasterPos2d’ is not defined
I’ve found that the current implementation of _Blender (the default program module) doesn’t work on OS X, meaning any function you call that starts with “gl” will break.
Any way around that?
-Bischofftep
Sorry, I was convinced that all references to BGL module
were not used with mac os. Corrected. Would you agree for
a new test?
http://jmsoler.free.fr/util/blenderfile/pymacpovanim226.zip
(same name but not same files)
Hello again!
Okay, the script runs flawlessly! Well done!
The only problem now, perhaps related to the edits you had to do for Mac OS compatibility, is that I don’t know where to put the external bitmaps used for image maps, reflections, etc.
Pardon me for not knowing the program well yet: I just now got a chance to play with it. 
What do I need to know in order to get the bitmaps to render properly? I’ll go looking for documentation on your excellent script, but if you have a tutorial for the novice…
Thank you!!
-Bischofftep
Hello again:
Okay, for the moment a workaround of copying the texture files (images & bumpmaps) to the same directory as the .pov file works: it picks up those images from the “#declare” statements.
Now, the program cannot find the mesh includes. You have them in their own directory (very nice), but the mesh.inc file does not reference it by that directory.
Again, copying all the files from the mesh directory does work… and VOILA! (pardon my lack of accents there…)
Working render!
The images aren’t present, and nothing is reflecting like I’d expect, but it is a beautiful start.
I think the images might not be showing up because they were all done as “decals” using transparent-background .png files and mapped to “object” with empties as the mapping targets.
Wonderful start, looking forward to joining the rest of the world in playing with the possibilities here!
-Bischofftep
Really: I do not know. I only suppose that the images are in a sub-directory of the blender file directory named “textures”:
“somewhereonyourdisk:theblendfiledirectory:textures”
Could you send me a copy of the created “ini*.ini”?
Ok, Nice! I need a short example of mesh.inc, lamp.inc…etc.
Again, copying all the files from the mesh directory does work… and VOILA! (pardon my lack of accents there…)
Working render!
The images aren’t present, and nothing is reflecting
In Blender material, set the Mir.R value under 1.0.
0.0 for full reflection.
like I’d expect, but it is a beautiful start.
I think the images might not be showing up because they were all done as “decals” using transparent-background .png files and mapped to “object” with empties as the mapping targets.
Blender images textures are not completely exported: just the correctly uvmapped ones. You can export a mesh with uvmap (several images on a unique mesh, if you want) even if it has no material assigned.
Wonderful start, looking forward to joining the rest of the world in playing with the possibilities here!
-Bischofftep
There is not ability to export bump_map yet with the GUI-less version. A bit more complex…