Great stuff again. It works really good (the last version for 2.26 did, too). Not much tweaking of the pov-code (sad, was the best part , wasn’t it )
The wire export is great, maybe useful for Mechsim.
One thing, could you add a slider for the diameter of the wire? I found the diam-variable, but it took some time.
Great work! Thank you
Daniel
PS: Maybe you should post an example on the povray-newsgroup. they could be interested.
PPS: Small bug, i have to push alt-p twice before the scripts starts, first time gives an error.
Wow! I just did a Pov Ray render!
WOOHOO!!!
Thanks for this script.
Gee. I’ve realised that I have no idea how to use this properly. There’s so many controls - I don’t know what to have a heart attack over first.
Basic rendering seems fine but when it comes to using procedurals and jpgs for texturing and bump mapping I have no idea where to turn.
One day I’m gonna learn how to use this thing.
What can I say? :o
Superb as ever, JMS, really excellent work. Well done making such a good script out of such a complex renderer…Heck, who needs MORAY now, eh?
Thanks again!!
LethalSideParting
In the new povanim226_09: a few corrections in the Material Design Interface (to link a normal effect to a mesh with vertex paint material or indexed material, before it was only possible on mesh with uvmapped textures) ; finally the radiosity and photon parameters are also exported for mlpov0.8/megapov1.0.
I can’t get the 2.26 version of PovAnim to work anymore… I put the two py in the Blender 2.26 exe directory, in the blend file directory too, but the script (in the console) says “no module …py-etc”.
The only time it worked it exported a pov file that freezed Pov-ray parsing.
Env
Try to work with the official blender publisher 2.25…
or save the blender file just before launching the script.
The script works fine on win98 and win2000 pro both Blender2.26 and
tuhopuu. Restart system to free memory and use a cleaner environment.
A few questions. How long did that take to fully render. What version of windows were you using or what OS?. What is the speed or your processor and how much memory do you have.
I would love to use povanim. I have it on cd the only thing stopping me is that I have a very low speed processor (celeron 700mhz ) only 64mb of memory. And from what I have read pov renders take a long time even on a high speed processor with lots of memory.
http://jmsoler.free.fr/util/blenderfile/pypovanim226_14.zip
(not yet, just lattice:
http://jmsoler.free.fr/util/blenderfile/pypovanim225i_07.zip )
Great!!
One question: Would it be possible to convert bevelled curves/surfaces/nurbs stuff to meshes while exporting. So that you can keep them in the blender file in the original format.
D.
edit: checked it out. When i hit export the script ends with:
Traceback (most recent call last):
File “lanc_povanim226_10.py”, line 963, in bevent1
File “lanc_povanim226_10.py”, line 663, in BasdepageBevent
File “lanc_povanim226_10.py”, line 488, in export_file
File “povanim226_10.py”, line 8066, in Test_exportVers
File “povanim226_10.py”, line 7672, in writeMain
AttributeError: ‘NoneType’ object has no attribute ‘zenR’
I had the same with 26.09 so i used .08
Not allowed by the actual python API . Sorry.
D.
edit: checked it out. When i hit export the script ends with:
Traceback (most recent call last):
File “lanc_povanim226_10.py”, line 963, in bevent1
File “lanc_povanim226_10.py”, line 663, in BasdepageBevent
File “lanc_povanim226_10.py”, line 488, in export_file
File “povanim226_10.py”, line 8066, in Test_exportVers
File “povanim226_10.py”, line 7672, in writeMain
AttributeError: ‘NoneType’ object has no attribute ‘zenR’
I had the same with 26.09 so i used .08
Hum, a problem with the exportation of the <<blender world>>?
Under win32, with 392 mos ram, I can not reproduce this error
with or without a <<world>>.
I just added a test at this point of the script and now the function
will not be executed if the found world is equal to <<None>>.
Can you test the new compiled script:
http://jmsoler.free.fr/util/blenderfile/pypovanim226_14.zip
Thank you
Yep, worked! (Same scene)
D.
Well, first of all great work jms! I have to admit I feel really stupid that I missed the obvious solution to the animation problem, seeing this update, I had to go back and try to figure this out, I did and I don’t know how I could have ever missed it.
You must have seen the questions for some export and other scripts about these problems, you could have shared that solution? Or maybe you didn’t see it, I don’t know…
Anyway, thanks for the update!
edit: just discovered that this method does work for normal transformed meshes, but still not for deformed meshes…
The method is explained here for a few months:
http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_rawfromobject.htm
That is in red but in french, sorry, and reserved for “feignant de haut vol” and I have only discovered the problem in povanim late last night…
What do you mean by “not for deformed meshes”. I did the try
with a modified object by animed lattices and the deformation is correctly exported.
I completely missed that, sorry… Always good to learn something new, thanks!
What do you mean by “not for deformed meshes”. I did the try
with a modified object by animed lattices and the deformation is correctly exported.
Well, I don’t know why this happens, but I tried this in 2.26, but for me armature deformed meshes or any other deform meshes stay static. I also tried a modified version of the LF script using this method, and animations with meshes which have simple transforms do work, but deformed meshes don’t work for me for some reason…
In b2.26 armatures do not work for me too but mesh modified by lattices with IPO, yes. Curious…
@+
Lattices DO work, at least in povanim, I had not actually tested that, but it does work not in my modified code, I don’t know what I’m doing wrong, I guess I have been programming too long in C++ now…
For the LF script I tried this code, I must be doing something wrong:
sc = Blender.Scene.getCurrent()
sc.currentFrame(frame)
Blender.Redraw()
But does not work for deformed meshes. I tried several variations of this, but none worked. Anyway, not important really, I’m not going to update the LF script anymore, I just tried it out of curiosity.
In fact the trick of my tut is not clear, you have to connect
several infos <<Blender>> + <<_Blender>> + <<Set>>.:
Blender._Blender.Set('curframe',frame)
...