Blender Exporter Problem

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Blender Exporter Problem

Post  moo_gamer on Mon Sep 29, 2008 11:16 am

Hi! Sio2 rocking guys,

You guys rock. Smile

I have placed the files of exporter folder in blenders .blender/scripts/ folder in mac os. But in exporter there is no option for sio2.

But in windows blender it works. Every time try to export a model in sio2, I got a error message of path related and zip/rm related.

Is there anything I'm missing? Can you provide a complete tutorial on it? Thanks in advance.

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Re: Blender Exporter Problem

Post  sio2interactive on Mon Sep 29, 2008 4:50 pm

Basically the exporter is build to work with MacOS & Blender, the exporter is calling zip in the background on the command line in order to compress the "Scene" directory, you cannot use it on Windows unless you got zip available from your command line, and rm (remove file for Unix) is to prevent the files to append to an existing archive.

And concerning the .blender/scripts directory Im not sure why it not appear on the Exporter menu... maybe they change something on the latest version, but I got the "standard" tag on to top of the script to include it, don't know why its not working, I will check it out.

"""
Name: 'SIO2 Exporter v0.1.1 (.sio2)...'
Blender: 247
Group: 'Export'
Tooltip: 'Export the current scene to SIO2 (.sio2)'
"""

You can simply open the exporter from the Text Editor (ALT+O) and run it (ALT+P) and it'll be fine...

Cheers,
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Re: Blender Exporter Problem

Post  void* on Wed Mar 25, 2009 12:34 am

Maybe it is possible to use os.rmdir() or os.remove() in python instead of the system calls to rm? Also there are zipfile, zlib, bz2 and so on available. These should work in windows as far as I can tell.

I have a question about the exporter. I had problems removing already existing objects. If I select all and do an export without having selected update (UP), no changes are made. If I select UP I also do not get a change. Could it be that update only works with selected objects and the old ones are still in the directory structure? Since the objects have been deleted they are not selected. If I remove the working directory by hand and then run the exporter without UP, everything works.

I have just started looking at this so it may be that I am missing some obvious step in the work flow.

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Re: Blender Exporter Problem

Post  Jawdy on Wed Mar 25, 2009 4:06 am

moo_gamer wrote:Hi! Sio2 rocking guys,

You guys rock. Smile

I have placed the files of exporter folder in blenders .blender/scripts/ folder in mac os. But in exporter there is no option for sio2.

But in windows blender it works. Every time try to export a model in sio2, I got a error message of path related and zip/rm related.

Is there anything I'm missing? Can you provide a complete tutorial on it? Thanks in advance.
I only have a Mac Mini to do all of my actual iPhone/SIO2 development on - so it's not exactly fast enough to run Blender. For that reason, I also use my Windows based PC and have had to do the following:
1) Run the export script in Blender on Windows
2) That will make a Directory for you (with the same name as your scene name)
3) Then use a zip tool to create a zip archive (I use WinRAR, have embedded it in the Windows Shell, so right click the folder and "Add to Archive" when that comes up, I change the archive to Zip and in the file name, change the extension to .sio2)
4) Copy to your Mac environment and link to your project
5) ...
6) Profit

Works fine for me, hope that helps.

void* wrote:Maybe it is possible to use os.rmdir() or os.remove() in python instead of the system calls to rm? Also there are zipfile, zlib, bz2 and so on available. These should work in windows as far as I can tell.

I have a question about the exporter. I had problems removing already existing objects. If I select all and do an export without having selected update (UP), no changes are made. If I select UP I also do not get a change. Could it be that update only works with selected objects and the old ones are still in the directory structure? Since the objects have been deleted they are not selected. If I remove the working directory by hand and then run the exporter without UP, everything works.

I have just started looking at this so it may be that I am missing some obvious step in the work flow.
I have the same problem - are you also running the exporter in Windows?
It seems that Blender is locking the files that have already been exported - I change the name of the scene and just change the one line of code in my SIO2 resource importer section.
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Re: Blender Exporter Problem

Post  void* on Wed Mar 25, 2009 11:31 am

Jawdy wrote:I have the same problem - are you also running the exporter in Windows?
It seems that Blender is locking the files that have already been exported - I change the name of the scene and just change the one line of code in my SIO2 resource importer section.
Blender om my mac mini is completely unusable, so I run it on my linux machine (where it runs fast and smooth) and I have the SIO2 code in a shared (samba) folder on the linux machine. I connect to this share from the mac mini and I work from there.

I guess you could do the same from a windows machine and not have to copy the updates by hand. I really like the way changes are immediately visible from within the xcode project. This combined with lua makes much of the development roundtrip completely build-free (or so I assume, I just started looking at SIO2 a couple of days ago).

About the update problem with the exporter, I looked briefly in the code and maybe it is this kind of check:

Code:
if( UPDATE or not os.path.exists( output + "lamp/" + obj.getName() ) ):
that causes the problem? To get into this if-block I have to either have update selected and then all selected objects are updated, or the the path should not exist, but it does. If I remove an object I can not have it selected (or can I? I am new to blender also) which would mean that all the selected objects are updated and all the removed objects stay in the folder. After this the folder structure is compressed into the .sio2 zip.

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Re: Blender Exporter Problem

Post  sio2interactive on Wed Mar 25, 2009 3:54 pm

That's the only problem with the exporter... when you remove an object, basically it is still inside the archive, previous version of SIO2 was deleting the exporter Scene directory, but some users point that the absolute path was his their desktop and I rmtree it and get all the complains so... I remove the rmtree from the exporter for that reason...

Basically creating new scene and updating them have no problem, only when you remove some object(s) you need to manually remove the directory and export again to have the exact same version as you are seeing in blender.

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