Luckily it doesn't seem to interfere with anything so long as the initial setup is clean. This will spawn the object exported from 3DC and hook up the PBR shader!Īs a side note I think the applink code on the blender side is hardcoded to spawn 3D-CoatV4 folder, as it keeps popping up after I delete it when I use "get back" out of blender. Back in Blender, click the "GetBack" button. Export preset should be either Blender Cycles or BlenderAppLink. As far as I can tell this will cause 3DC to spawn the C:\Users\\Documents\AppLinks\3D-Coat\Exchange\Blender folder. In 3DC, autopo, automap, and use "export to -> blender". This will spawn C:\Users\\Documents\3DC2Blender folder. I was able to leave the object / texture empty Since this is the first release of the overhauled version, I hope everything works fine. Version 3 has been tested with Windows, macOS and Linux, Modo 9-13RC and 3D-Coat 4.8. Open Blender and plug in the freshly spawned exchange folder to Blender plugin exchange path. here’s a new v3.0 of the Modo-3DCoat Applink I have been working on with changes stated in the Release Notes below. This will respawn the 3DC exchange folder. Deleting every applink folder includes, in my case: if any of these files contain a reference to an old directory either 3DC or blender will automatically recreate that old folder. both the app link and 3DC seems to write text files which contain path strings Delete every applink related folder out of my docs. The main issue is that old versions of 3dcoat interfere with new ones. Hey there! I just finally got the applink to work, after a whole bunch of struggling. Hopefully someone will find this helpful! Original post found here: Remember what the last transforms were in the 3D Coat "Import" tool.Hello! I was asked to mirror the process I found for un-borking my 3DCoat applink. If the import tool is used in anyway to adjust "Models" in 3d coatĪfter an initial import from blender, blenders "Transfer" option will only More specifically the "Transfer" of objects I believe the issue lies with the Import Tool inside 3D-Coat and its Objects created in 3d Coat and appear as they should relative to each other inīlender after pressing the "Update" command in the applink. Mesh To", "Blender" menu does however remember the scale and transformations of So, what worked the first time in now lost.Įxporting objects back to blender from 3D Coat with the "File", "Export Voxel If I again create a object inīlender and transfer to 3d coat the objects scale and transforms no longer match To inherit those new values for the "Import" tool. obj andįiddle with the scale and location to place in the scene, Blenders applink seems However, if I then say, go into the models menu and choose a. If I again immediately create another object inīlender and trasfer it to 3D coat, scale and transforms are remembered. The scene scale is changed as proof in the To match scene scales between blender and 3d coat, I export a model with the 3dĬoat applink(transfer for voxelization)from blender. Summary: Applinks_Blender- Not consistent with object polypaint), but fbx may be worth supporting anyways just so there's one less thing discarded by 3DC when switching between apps.Ĭategory: Sculpt room General (All Categories) Vertex colors don't matter much atm for applinks since the SDK doesn't support vertex painting (aka. Vertex color is the one thing I've seen 3DC work for with FBX but not OBJ, but this is again a 3DC limitation and not one of the format itself (in fact I was fairly sure OBJ vertex colors were supported in 3DC at one point.). OBJ format itself can handle custom normals (I think Blender also added support for this a few versions ago), though 3D-Coats custom normal support seems to be limited to just basic smoothing groups / hard edges (for all formats). I also added dae as it was simple to add. Normals are needed to baked models with normal maps. As far as I know Obj format cannot export custom normals. As everything will be based on object name.Ībout fbx - it can export normals. Just imagine if you rename some objects? You can lost them during export/import with such hacks. I'm sure this should work without hacks which can brake a project. In Mudbox I export/import fbx file and all object origins are at the same place in all apps. Just trying to make helpful suggestions.ītw, I'm curious why you bothered implementing DAE/FBX in your applink over just OBJ? Does 3DC support anything in them that it doesn't in obj (afaik 3DC discards everything that makes those formats unique)? But I have no clue how to code in Blender so maybe it really is way more complex then I'd expect. I think so long as the users understand the limitations of the method employed it's fine.Īs for it becoming too complex.The code itself shouldn't be complex at all (you're basically just transferring a bunch of values).
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