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Re: Early Blender 2.5 Builds [Re: ventilator] #272666
06/19/09 08:13
06/19/09 08:13
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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@Losticmate :
I have already painted over edges (read previous posts) , and it does nothing , it seems to be an UV problem or mirroring !!


@Ventilator :
Thanks alot for the script smile !
I've tested it, but the bleeding wasn't correct everywhere ; in some edges it bleeds the background an not texture.
The problems remains , even if i bleed the texture manually.
Yes the problem , must be the mirror , but i've used Blender Mirroring ??

If i switch Mipmapping ; OK in front , but in the back there is always white seams frown

Well i'll retry to work on the mesh to see if i can do something !

Last edited by ratchet; 06/19/09 08:16.
Re: Early Blender 2.5 Builds [Re: ratchet] #272670
06/19/09 08:47
06/19/09 08:47
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
it's a problem with projection painting. if you look closely you will see that at some edges it doesn't completely paint over them (even with bleed set to 8) and that some wrong colored pixels reach into the uv-face. this will lead to seams.

my script works but it of course it will extend those garbage pixels and produce errors there.

so you can try to fix it manually by painting the problematic areas directly in the uv-editor (probably you forgot some areas when you tried this - you always have to look at both borders of a seam) or we can make suggestions for fixing this projection painting problem at the blender forum.

Re: Early Blender 2.5 Builds [Re: ventilator] #272679
06/19/09 09:19
06/19/09 09:19
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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You are right again Ventilator !

I must paint the two sides of UV caus it's a mirror mesh wit ha half texture.
So by painting the two edges border , it fix and solves my problem.

we can make suggestions for fixing this projection painting problem at the blender forum
Yep, if you can make a suggestion for it , it would be cool to find it fixed in a fture release (no more need to "manually" bleed the texture).

Re: Early Blender 2.5 Builds [Re: ratchet] #272763
06/19/09 16:56
06/19/09 16:56
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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Bay City, MI
Quote:
@Losticmate :
I have already painted over edges (read previous posts) , and it does nothing , it seems to be an UV problem or mirroring !!

I know that, I said in the UV window itself (read previous posts :D)


Last edited by lostclimate; 06/19/09 16:57.
Re: Early Blender 2.5 Builds [Re: lostclimate] #272798
06/19/09 20:57
06/19/09 20:57
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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you can get blender 2.49a here:
http://download.blender.org/release/Blender2.49a/

and here is the exporter script with the fixed "as" problem for python 2.6: export_gs_mdl7.py


Re: Early Blender 2.5 Builds [Re: ventilator] #272807
06/19/09 21:24
06/19/09 21:24
Joined: Apr 2008
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ratchet Offline
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ratchet  Offline
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Do we need to install Python 2.6
Caus script export t oA7 said an error like :
No module named _abcoll ??

And what are the real changes in 2.49a ?

Re: Early Blender 2.5 Builds [Re: ratchet] #272810
06/19/09 21:39
06/19/09 21:39
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
the projection painting problem isn't fixed unfortunately. smile i think the bug fixes mostly are rendering and blender game engine related. so probably you can keep using the previous release.

i don't think a python 2.6 installation is needed but i have python 2.6 installed and don't really want to uninstall it to confirm this.

Re: Early Blender 2.5 Builds [Re: ventilator] #273007
06/20/09 22:44
06/20/09 22:44
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
the bleeding issue with projection painting will be solved in 2.5.



...by the way, the team for durian got announced:
http://durian.blender.org/about/

Re: Early Blender 2.5 Builds [Re: ventilator] #273440
06/22/09 22:54
06/22/09 22:54
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
@Ventilator :
Sorry, i'm gonna make you mad crazy

well i got my ninja model with some animations, imoorin it with your plugin i got texture inverted, but i've done
Normals : calculate Outside in Blender to be sure to have normals ok ?
Is it mirroring texture that is a problem ?
I had to invert normals in Blender to have it ok on MED !!!

Well another problems : animations and weights looks ok in Blender, when i export to A7 in some frames some vertices are attached to some bones they are not in Blender ?
(i can send the Blender or MDL file if needed ?)



Well, finaly, i'll have to stick to Character FX for animations for A7 or FragMotion (don't want pt pay another tool , and Blender is FREE and so powerfull ) frown

Need ennemies before going on levels making, wihtoiut them ok , project is blocked !
I'll try Character FX perhaps , less less less powefull than Blender and all it's Action Editor Options indeed frown !

Last edited by ratchet; 06/22/09 23:01.
Re: Early Blender 2.5 Builds [Re: ratchet] #273442
06/22/09 23:10
06/22/09 23:10
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
what do you mean with texture inverted? the texture has nothing to do with the normals. turn on displaying normals in blender and check if they all are pointing outside.

blender uses weighted bones. my exporter simply takes the bone with the strongest weight. so you have to keep this in mind when skinning the model. most of the time this is no problem but sometimes (if there is no clear strongest weight) you have to do some corrections. i am sure this can be fixed.

but rigid skinning never looks as good as smooth skinning.

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