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Can't export Damaged Helmet correctly for Ogre-next. #184
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json material export is a very recent contribution #178. None of the current maintainers is using ogre-next right now. So I guess you are on your own with this one. The exporter error looks like imagemagick is being called, despite not being installed. |
So this was actually a bug? I was hoping that there was something wrong with my setup since the latest attempts actually had some improvements. I'll look into the code and imagemagick then, maybe this is just some minor bug that only appears on Windows (I've run into some of these with Ogre). Thanks for the reply tho! |
I finally managed to deal with this error. The error was from The exporter runs without error now, here's the setups and results: Here's one more with an Image texture plugged into base color: I can kinda see some reflected light on the helmet now so this is an improvement. The model loaded still doesn't look anything like in Blender tho, maybe since the lighting in my scene is bad? Another thing is that in the 2nd setup, the image texture color is still being combined with the base color underneath (I set it to red). Is this intentional or a bug (since it does look kinda cool)? Edit: In case anyone else wants to debug Blender addons on Windows, I followed the guide here: https://www.youtube.com/watch?v=YUytEtaVrrc |
Hello again, I've created a pull request for some new features that are more fitting for Blender. |
Hello, I was following the "Blender2ogre" documentation to learn how to create and export my assets from Blender.
I tried to export the DamagedHelmet sample model to learn which material setup was correct, but there was no success.
At first, I tried to export from the DamagedHelmet's original setup:
but the mesh has no color when loaded in the app:
So I tried a new setup, based on the documentation's description for the metallic workflow:
but this time, the exporter ran into an error:
Python: Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\addons\io_ogre\ui\export.py", line 210, in execute scene.dot_scene(target_path, target_file_name_no_ext) File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\addons\io_ogre\ogre\scene.py", line 199, in dot_scene dot_materialsv2json(materials, path, separate_files=config.get('SEPARATE_MATERIALS'), prefix=prefix) File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\addons\io_ogre\ogre\materialv2json.py", line 36, in dot_materialsv2json generator.process_materials() File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\addons\io_ogre\ogre\materialv2json.py", line 80, in process_materials self.copy_textures() File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\addons\io_ogre\ogre\materialv2json.py", line 298, in copy_textures util.image_magick(image, src_filename, dst_filename, separate_channel=channel) File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\addons\io_ogre\util.py", line 411, in image_magick subprocess.call(cmd) File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\python\lib\subprocess.py", line 345, in call with Popen(*popenargs, **kwargs) as p: File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\python\lib\subprocess.py", line 971, in __init__ self._execute_child(args, executable, preexec_fn, close_fds, File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\python\lib\subprocess.py", line 1456, in _execute_child hp, ht, pid, tid = _winapi.CreateProcess(executable, args, FileNotFoundError: [WinError 2] The system cannot find the file specified
Are there any other steps I missed for the metallic workflow? This is the most I could get out of the docs.
Forgive me if this is not how materials are supposed to be set up for exporting, but info for this is quite limited. I couldn't find any example workflow to follow on the Ogre-next forum so I chose the damaged helmet sample mentioned in the docs to test out the setups.
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