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A Blender add-on for importing a sequence of OBJ meshes as frames

License: GNU General Public License v3.0

Python 100.00%
blender animation obj mesh-import realflow mesh-sequence

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stop-motion-obj's Issues

Cannot run script

I have installed the script on blender, but when I click on Add>Mesh>Mesh Sequence I get a script error. Here is what the logs say:

capture

Can't install addon in blender 2.81

I've tried following the installation steps for the 2.0.2 release in blender 2.8.1 but i dont see the addon in the list of addons after installation.

installation steps i've followed:

  1. Downloaded zip file from https://github.com/neverhood311/Stop-motion-OBJ/releases/tag/v2.0.2
  2. Edit > preferences > addons > install , selected file from step 1
  3. Blender says it has installed the addon, no errors
  4. type "obj" in addon search and can't find the addon

I also tried restarting blender and followed the usage steps but i dont have the option in the add mesh menu.

struct.error: unpack requires a buffer of 4 bytes

System Information
Operating system: Windows 10 x64

Addon version
Broken: (example: 2.1.0)

Describe the bug

Hello, i'm trying to import a ply sequence but i have this error :

`Traceback (most recent call last):
File "C:\Users\RYZEN\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Stop-motion-OBJ\panels.py", line 204, in execute
meshCount = loadSequenceFromMeshFiles(seqObj, mss.dirPath, mss.fileName)
File "C:\Users\RYZEN\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Stop-motion-OBJ\stop_motion_obj.py", line 477, in loadSequenceFromMeshFiles
mss.fileImporter.load(mss.fileFormat, file)
File "C:\Users\RYZEN\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Stop-motion-OBJ\stop_motion_obj.py", line 238, in load
self.loadPLY(filePath)
File "C:\Users\RYZEN\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\Stop-motion-OBJ\stop_motion_obj.py", line 267, in loadPLY
bpy.ops.import_mesh.ply(filepath=filePath)
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply_init_.py", line 90, in execute
import_ply.load(self, context, path)
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 428, in load
return load_ply(filepath)
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 414, in load_ply
mesh = load_ply_mesh(filepath, ply_name)
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 231, in load_ply_mesh
obj_spec, obj, texture = read(filepath)
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 223, in read
obj = obj_spec.load(format_specs[format], plyf)
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 113, in load
return dict([(i.name, [i.load(format, stream) for j in range(i.count)]) for i in self.specs])
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 113, in
return dict([(i.name, [i.load(format, stream) for j in range(i.count)]) for i in self.specs])
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 113, in
return dict([(i.name, [i.load(format, stream) for j in range(i.count)]) for i in self.specs])
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 37, in load
return [x.load(format, stream) for x in self.properties]
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 37, in
return [x.load(format, stream) for x in self.properties]
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 102, in load
return self.read_format(format, 1, self.numeric_type, stream)[0]
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_mesh_ply\import_ply.py", line 95, in read_format
return struct.unpack(fmt, data)
struct.error: unpack requires a buffer of 4 bytes

location: C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py:201

location: :-1

`

I don't really know if it's my file that is corrupted, or the blender version (tried on 2.90 and 2.82) that is wrong.

Error when enabling addon on blender 2.83

System Information
Operating system: Windows 10

Addon version
2.0.2

Describe the bug
Spits out this when I attempt to enable the addon:

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\modules\addon_utils.py", line 351, in enable
    mod = __import__(module_name)
ModuleNotFoundError: No module named 'Stop-motion-OBJ-2'

Steps To Reproduce
Steps to reproduce the behavior:
Attempt to enable the addon in blender 2.83

Expected behavior
I just wanted to enable the addon

Screenshots
image

Allow switch from streaming to cached

Is your feature request related to a problem? Please describe.
Currently when a user wants to switch from streamed to cached. He/she need to import it again. This can be a destructive workflow. After checking filesize when saving. I noticed that due to fake users being set, file size can grow insane high

Describe the solution you'd like
Add option to simply switch from one to the other. It should not matter, data can be deleted or kept. Streaming if used with 0 is about the same after first play so no real difference. One could set it to stream to save blend file size. So when saving cache is emptied.

Describe alternatives you've considered
See above

Additional context

Set Object Origin for every frame in sequence?

Hi,

I am running into the painful issue of having to go frame by frame to set the object origin for every entry in the sequence. Otherwise, my imported sequence keeps changing positions frame to frame. Is this an issue on my end, or something people know how to deal with?

Ability to reload meshes

It would be great to be able to reload cached meshes if the original files are changed on disk! This functionality is available in the similar file node in Houdini, and it makes interfacing with external sources so much easier.

Importing OBJ sequence that have different framerate than Scene timeline.

As written in the title, I'm facing a problem, I got some point cloud data from kinect (ply) and I wanted to visualize it in my 3D animation.

The only problem is that the data I have is from an older generation kinect that seems to film in 15fps.

However I need to do some traveling at least in 25 or 30fps.

Is there a way i can import a 15fps ply sequence to a 30fps scene, or scale keyframes in dopesheet ?

How can I export the dynamic model as an fbx file?

Hi, I am very happy to find your plugin. This is a very useful tool. I have successfully implemented the animation. How can I export the dynamic model as an fbx file? I am going to view this model in Hololens and look forward to your answers, thank you very much.

Blender EEVEE

Hello sir.

I thought you might be interested.

Situation: Right click, add sequence and instead of anything in viewport I have that message.

Traceback (most recent call last):
File "C:\Users\Josh\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\mesh_sequence_controller.py", line 448, in execute
obj = MSC.newMeshSequence()
File "C:\Users\Josh\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\mesh_sequence_controller.py", line 127, in newMeshSequence
scn.objects.link(theObj)
AttributeError: 'bpy_prop_collection' object has no attribute 'link'

location: :-1

[req] plz have a look at multithreading the import.

hello so large sequences seem to take a verry long time import.
i norices that only 1 thread was being used tho and that the imports show up in order on the console. so i was wondering if it was at all possible to multithread this ?

just seems like adding an async to a for loop somewhere.

Materials do not have image textures applied

System Information
Operating system:Linux

Addon version

Worked: (latest version of Stop Motion OBJ that worked as expected)

HI, I have an auto generated sequence of faces generated where each obj has its corresponding MTL and image texture png file.
The sequence of objs shows up well in the animations but no textures show up in any view.
I hope you could help me in ascretaining what the issue is.

The blender view
Screenshot from 2020-08-20 06-03-19
My sequence of Obj files with mtl and png
Screenshot from 2020-08-20 06-04-05

Keyframing an OBJ sequence

I came across Stop Motion OBJ through a few BA threads looking for solutions for replacement animation, literally trying to emulate a stop motion technique in Blender.

I wonder if it would be possible to add a choice when importing an animated sequence into a scene to only show one frame at a time and allowing the user to keyframe which frame appears and for how long. This would make this effect easy to accomplish without mask modifiers.

Render the OBJ sequence with motion blur?

Sorry for bothering, I'm on the example:horse_gallop and I have tested on Blender-2.83.2, 2.90.1, and 2.91.0. However, the engine Cycles could not render the horse with motion blur correctly (it seems that Eevee does not support object blur or deformation blur before 2.90.x). Since I could guarantee the same number of vertices with the same order among all *.obj files, I was wondering is it possible to render the sequence with motion blur? Thanks in advance for any information about it :)

Feature Request: Orientation of imported OBJs

Compared to using the Input Wavefront (.obj) module. Stop-motion-OBJ rotates the meshes by -90 degrees on the X axis. Is this by design? Could you add an option to correct this?

Addon doesn't properly install from .zip file

I download the plugin to add to 2.8 and after adding, nothing shows up. If I just open the python script and run it, the new mesh sequence menu item shows up, but I get this error:

Traceback (most recent call last):
File "/stop_motion_obj.py", line 528, in execute
AttributeError: 'NoneType' object has no attribute 'newMeshSequence'

any help or ideas?

Blender-style installation issues

Hi neverhood,

First off, thanks a ton for your development efforts, this is regularly maintained and extremely helpful!

On to the issue:

Using the new Blender-style installation on the zip file went well except for a minor hiccup:

The default name that came from the download (Stop-motion-OBJ-2.0.2) doesn't seem to be recognized by Blender when present in the Addons folder. I renamed it to stop_motion and everything went smoothly.

Versions:
Blender 2.81
Stop-motion-OBJ 2.0.2

All the best,
Andres

Materials per frame are not loading in sequence

I'm trying to import an obj sequence that has a unique .mtl and texture file per frame. I know this feature was added with the latest update, but when I import the sequence (with material per frame selected) only the first texture shows up. The rest of the frames are white. Any recommendations?

Feature Request. Importing OBJs

Hi,
I am assuming that you are using the Input Wavefront (.obj) module. If so:
I normally select “Keep Vert Order” with “Poly groups”, selected so that I can select and edit individual groups. (Some Poser models have a membrane over the eyes that has to be deleted or made transparent with an IOR of 1.0 and remove the spectacular component.)
Would it be possible to either show the Input Wavefront panel so that we could select the correct option? Or an additional section in your tab with some presets? I would prefer the former as in the future I will be looking at rendering Poser’s skullcap and hair lines.

Converting sequence of .ply files into free view point video

I am a kind of new to blender or 3d processing in general. Please bear with me. I have a sequence of .ply files which I need to convert to free view point video. I came across this repo and tried to follow the steps. I installed the addon and loaded the ply sequence. I am stuck here, as I don't know how to convert this mesh sequence into 360 degrees video. Any suggestions are appreciated.

Thanks,
Nikhil

Import Mesh Sequence to start at frame other than the beginning of the animation.

Is your feature request related to a problem? Please describe.
Possibly*. See further down.

Describe the solution you'd like
I would like Stop-motion-OBJ to start the sequence at a named frame. The enhancement should have an additional Frame Mode for how Blender displays the frames before the sequence starts to be active. Similar options to what you have to the end of the sequence.

Describe alternatives you've considered
I imported a 45 frame sequence with the Frame Mode set to bounce. I set the visibility (Viewport and Rendering) of the sequence to be off for the first 45 frames, on for the next 45 frames then off for the remainder of the frames.
I imported the first OBJ file of the sequence with its visibility set to on until frame 46 when it is switched off for the rest of the frames.
I imported the last file of the sequence with its visibility set to off until frame 91 when it is switched on for the rest of the frames.
This gives a static model until frame 46 then the animation is visible until frame 91 then is static until the end of the animation.
Think of a statue coming to life, moving then being static in the new position.

Most of the times I have tried to create a video of the above scene. Blender has just crashed without any warning.

Additional context
Below is a video of what I expect. Nudity and bad UV mapping warning. Sorry about the UV mapping I’ve had problems since I upgraded Poser.
https://youtu.be/LuhPw2XXjqw

Blender always pkill's itself.

System Information
Operating system:

linux x64 arch instantos.
3950x amd
750ti Nvidea

Addon version
Broken: ( 2.0.2)
Worked: (no idea)

Steps To Reproduce
Steps to reproduce the behavior:
import large set of more 100+ frames.

Expected behavior
it doesn't pkill itself

explanation

Blender pkills itself either during the process of importing at a random 100+ frame or when it has done the last step.

Console


 
 (  0.0000 sec |   0.0000 sec) Importing OBJ '/home/tanghe/Houdini/mandelbulb/OBJ/1/mandelbulb99.obj'...
  (  0.0050 sec |   0.0048 sec) Parsing OBJ file...
    ( 12.6338 sec |  12.6284 sec) Done, loading materials and images...
    ( 12.6360 sec |  12.6306 sec) Done, building geometries (verts:2015632 faces:2014342 materials: 1 smoothgroups:0) ...
    ( 18.7850 sec |  18.7796 p
 
Info: Deleted 1 object(s)
[1]    47465 killed     blender

.ply files over 100 are "glitching"

So here's what's going on.
I have got everything to work smoothly when i label my .ply files "name001" to "name009" then i switch to "name10" to "name100", when i do this it all works and is awesome, really love this addon by the way, amazing work.
But when I go to "name101" or over it plays the .ply files that are over 100 in between the .ply files that are going from 1 to 100.
To fix this i have done "name0100" "name00100" and also padded from 1 to 100, i have even mixed and matched with and without the padding and nothing seems to work.
Any ideas on whats going on here?
Could use some help.
Also I am having trouble rendering the sequence in cycles render, how does one go about that?

No Matching Files found

Hi. I'm trying to import an object sequence made with Depthkit using azure kinect. I'm on Blender 2.91.0 using stop-motion-obj 2.1.0.

On import, I navigate to the folder where the Depthkit export is: it is filled with commonly prefixed .obj, .mtl, and .png files (Blender doesn't see the latter), one each for each frame. I copy the prefix (everything before the frame number), and enter it as the file name in the Blender import pane.

I get an error: No Matching Files Found.

What am I doing wrong?

Unable to use due to errors.

Traceback (most recent call last):
File "/home/tanghe/.config/blender/2.82/scripts/addons/Stop-motion-OBJ/stop_motion_obj.py", line 514, in execute
obj = MSC.newMeshSequence()
File "/home/tanghe/.config/blender/2.82/scripts/addons/Stop-motion-OBJ/stop_motion_obj.py", line 147, in newMeshSequence
bpy.ops.object.add(type='MESH')
File "/usr/share/blender/2.82/scripts/modules/bpy/ops.py", line 201, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.add.poll() failed, context is incorrect

location: :-1

i`m using linux on arch.

Display path and allow reloading from different path

Is your feature request related to a problem? Please describe.
Currently, at least as far as I can tell, there's no way to tell which files are actually being used for a given mesh sequence. This would be particularly important for the Streaming mode, as it is important to know which files are actually being loaded. However, it seems useful also for cached sequences, since it's currently not clear exactly which files get reloaded when a sequence is reloaded from disk.

It would also be supremely useful to be able to reload a different mesh sequence, but keep the object otherwise intact (so materials etc. are preserved). Often I have several data sets and I want to switch between them.

Describe the solution you'd like
A "file path" or similar option in the Object Properties -> Mesh Sequence options. This could either be a read-only property, accompanied by a button like "Reload from New File Path", or something else.

Describe alternatives you've considered
As far as I know, there is no alternative in the UI for finding out the current file path. For changing file paths, one can import the files as a new object, though this is a little tedious if one needs to tune object properties.

Import Mesh - Please enter a file name prefix

System Information
Operating system: WIN10

Addon version
Broken: (example: 2.0.2) 2.10
Worked: (latest version of Stop Motion OBJ that worked as expected)

Describe the bug
A clear and concise description of what the bug is.

When Importing a mesh I always get: Please enter a file name prefix

Steps To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Export as .fbx animation?

I created a stop motion using the plugin. Is it possible to export the animation as an .fbx file?

Is that possible to create a mesh sequence from Python script, i.e. without loading from a file?

Is your feature request related to a problem? Please describe.
Hi, I'm freshman to both Blender and Stop-motion-OBJ.
Recently I'm working on integrating Taichi into Blender. So that people could make use their own physics engines based on Taichi in Blender.
And it's usually the case that Taichi + Blender users don't want to import a mesh sequence from disk, but generate a mesh sequence via Taichi instead.
So I'd like to add a possibility to create a mesh sequence from Python scripting module.

Describe the solution you'd like
Add an API like this:

import bpy
object = bpy.context.object
for frame in range(250):
  x = ... (creating a new mesh)
  object.mesh_sequence_settings.append_mesh(x)

Describe alternatives you've considered
We may do them in pure end-user Python script manipulating mesh_sequence_settings members.

Additional context
For now I use an external script to generate a series of PLY file for creating empty meshes:

import taichi as ti
import numpy as np

n_frames = 250
output = '/tmp/particles.ply'

for frame in range(n_frames):
    print('generating frame', frame)
    writer = ti.PLYWriter(num_vertices=1)
    writer.add_vertex_pos(np.zeros(1), np.zeros(1), np.zeros(1))
    writer.export_frame(frame, output)

and import them into Blender for creating a mesh sequence of length 250.

Feature Request. Load Mesh Sequence cursor

Hello,

I think it would be useful to the user if the “Load Mesh Sequence cursor” displayed either the current mesh being processed or the number of meshes still to be processed. My preference is for the current mesh being processed.

wrong frames number import

I have the obj sequence of OBJs with water simulation from Houdini.
I tried to import it. All was imported well, but the frame numbers are wrong. Looks like frames are randomly sorted. I've baked the sequence and found out that the keys are wrong.

For example, in frame 1 I have keys animated on o_Wave_008, in frame 2 on o_Wave_008 ans so on.
Why that happened, I don't know. But it is 100% bug.

"No matching files found..." Issue

Hello,

I have downloaded and installed the Stop Motion OBJ addon, and I have been able to access the addon and begin the process of importing OBJ Sequences into Blender. However, during the file selection process, once I reach the point in you "Read me" file where you say:

"n the File Name box, enter a common prefix of the files.
ex: If you have frame001, frame002, frame003, you could enter ‘frame’, 'fram', or even 'f'"

...I things fall apart. For my OBJ sequence, the prefix for all the obj files in the folder is "Oil," so that's what I enter for the "common prefix". Then, when I click on the "Load Mesh Sequence" button, I get a message that says:

"No matching files found, make sure the root folder, file name, and file format are correct"

... The problem is, I KNOW these are all correct. So now I am not sure what to do, at all. Can you offer me any help?

Thanks,
-Evan

I've included screenshots of both the file directory and the "prefix" settings in the "sequence/object tab.
Screen Shot 2019-08-30 at 12 32 45 PM
Screen Shot 2019-08-30 at 12 33 01 PM

Materials disappearing when importing complex OBJs

Blender version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type:
build date: 2019-07-29, 09:44 AM

Add Mesh: Stop motion OBJ 2.0.0

By complex OBJ I mean an OBJ with multiple OBJs nested inside.
E.G. a Poser model with hair and clothes.

When Material per Frame is not ticked. The addon imports the OBJ correctly but when I move to the next frame all but one material is lost in all frames.
When Material per Frame is ticked. The addon imports the OBJ correctly but each frame has its own material. As it should but makes editing a material across the animation, off-putting. :)

If I separate the meshes in Poser to have three simple OBJs. I can place the “sequence” containers in one “empty” and use it as I want. Below is an example video. (Partial nudity warning.)
https://youtu.be/fAoAl_cb3L8

I can supply a couple of OBJs from the series if required.

Now the praise which normally comes before the problem. :)
I can see me using this addon a lot. I have lots of BVH motion files that I have exported as meshes from Poser and rendered in Pov-Ray. But I have moved over to Blender completely now and importing a mesh sequence was missing. Thank you
I might have one or two cosmetic suggestions.

Stephen

PLY Import Broken on Blender 2.8

This is a great tool! It works for me on 2.79, but the version of the code for 2.8 gives me an error when I try to import PLY files in Blender 2.8 (I can import OBJ sequences without issue though). Only the first PLY in the folder sequence gets imported. The same PLY sequence imports fine into 2.79.

Here's the error I'm getting in 2.8 when importing my PLYs:

F:\Test PLY\Normals\e*.ply
['F:\Test PLY\Normals\e_001.ply', 'F:\Test PLY\Normals\e_002.ply', 'F:\Test PLY\Normals\e_003.ply']

Successfully imported 'F:\Test PLY\Normals\e_001.ply' in 55.074 sec
Info: Deleted 1 object(s)
Traceback (most recent call last):
File "C:\Users\Ben Kreimer\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\stop_motion_obj.py", line 547, in execute
num = MSC.loadSequenceFromFile(obj, dirPath, fileName)
File "C:\Users\Ben Kreimer\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\stop_motion_obj.py", line 226, in loadSequenceFromFile
_obj.mesh_sequence_settings.meshNames += tmpMesh.name + '/'
ReferenceError: StructRNA of type Object has been removed

location: :-1

location: :-1

Deleted mesh sequence remains in memory

System Information
Operating system:
Windows 10 64-bit
Blender 2.82

Addon version
Broken: 2.0.2

Describe the bug
After creating a mesh sequence, loading PLY files, and then deleting the mesh sequence, the blender project still occupies as many bytes as before deleting.

Steps To Reproduce
Steps to reproduce the behavior:

  1. Create new project in Blender
  2. Add mesh sequence
  3. Load a series of PLY files into the sequence (I haven't checked with OBJ or STL files)
  4. Save blender project
  5. Note the size of the .blend file
  6. Delete the mesh sequence object from blender project
  7. Save project again
  8. Note the size of the .blend file - it haven't dimished significantly
    Optionally:
  9. File -> Clean Up -> Purge all
  10. Save project again
  11. The .blend file is still too large
  12. Create a new mesh sequence in the same project and load the same series of PLY files.
  13. Save project
  14. Now it is twice as large as in point 4, even though the old mesh sequence was deleted and new one was created with the same contents.

Expected behavior
8. After deleting the mesh sequence, the .blend file should be as small as before creating the mesh sequence, at least approximately.
11. Same as point 8
14. The .blend file should have approximately the same size as in point 4.

How to call from Python?

Hello,

i want too know how i can acces your project via python. I will simply need the import which is done manually in a "script-wise" way.
Something like
bpy.script.Stop-Motion-Obj("blenderfilename", "saveplaceofblend")
where
blenderfilename is the place too find the .obj with the prefix
and
saveplaceofblend is the place where the generated .blend is saved.
How would i do this ?
Thanks.

.MTL Files Support?

Hi,
Thanks for a great script... it works really well!
I have one issue, and perhaps it's how I'm generating my OBJ & MTL files?
When I import a sequence of OBJ files the geometry comes into Blender perfectrly, but the MTL files seem to be ignored. They are all named the same as the OBJ files?

Should this work with your script? Could it be added if not?
Any thoughts on dojng this would be great!
Thanks again!

Mike

v2.1.0.alpha.14: Workaround for materials being kept in memory.

I've developed a workaround for materials being kept in memory. It is basically a test script. Once you are happy that it works there is no need to do the optional step.

  1. Import Mesh Sequence
  2. Play sequence.
    [Optional]
  3. Check that there are multiple materials for each group.
  4. Save file.
  5. Exit Blender.
  6. Start Blender.
  7. Load saved file
    [Optional]
  8. Check that there is only one material for each group.
Does anyone use Poser meshes? I’m having trouble with UV mapping on most Victoria 4 characters. Blender now only supports the advanced node-based shading model for its materials, most IO formats only support a basic shading model, similar to the legacy fixed pipeline of old GPUs https://docs.blender.org/manual/en/latest/addons/import_export/node_shaders_info.html Does anyone have any experience with this?

Crash on alfa 3 i htink only when i enable vieuwport shading and do something.

System Information
Operating system:

Addon version
Broken: (example: 3.0.9 ?)
Worked: (no idea)

Describe the bug
blender crashes

Steps To Reproduce
Steps to reproduce the behavior:
enable vieuwport rendering.
do a few things
Expected behavior
it should work

console

Traceback (most recent call last):
File "/root/.config/blender/2.82/scripts/addons/Stop-motion-OBJ/stop_motion_obj.py", line 500, in initSequenceController
MSC = MeshSequenceController()
File "/root/.config/blender/2.82/scripts/addons/Stop-motion-OBJ/stop_motion_obj.py", line 142, in init
self.loadSequenceFromData(obj)
File "/root/.config/blender/2.82/scripts/addons/io_scene_usdz/init.py:141
assign as a type annotation: EXPORT_OT_usdz.exportMaterials
assign as a type annotation: EXPORT_OT_usdz.exportAnimations
assign as a type annotation: EXPORT_OT_usdz.bakeTextures
assign as a type annotation: EXPORT_OT_usdz.bakeAO
assign as a type annotation: EXPORT_OT_usdz.bakeAOSamples
assign as a type annotation: EXPORT_OT_usdz.bakeTextureSize
assign as a type annotation: EXPORT_OT_usdz.globalScale
assign as a type annotation: EXPORT_OT_usdz.useConverter
0 meshes freed
Warning: property 'release_confirm' not found in keymap item 'OperatorProperties'
Read blend: /home/tanghe/Blender/mandelbulb.blend

not sure if actually related to your add-on.

Could you add a feature to keep vertices?

About

Current implementation may have a bug not to keep vertex indices when we load .obj meshes at Blender 2.83.0.

The bug is caused by not setting split_mode="OFF" which is attributes of bpy.ops.import_scene.obj.
Reference: https://docs.blender.org/api/current/bpy.ops.import_scene.html#bpy.ops.import_scene.obj

In naive implementation, I can fix the bug as follows.

def importFuncFromTypeNumber(_typeNumber):
    # OBJ
    if (_typeNumber == 0):
        return bpy.ops.import_scene.obj, {"split_mode": "OFF"}
    # STL
    elif (_typeNumber == 1):
        return bpy.ops.import_mesh.stl, {}
    # PLY
    elif (_typeNumber == 2):
        return bpy.ops.import_mesh.ply, {}
    return None
importFunc, kwargs = importFuncFromTypeNumber(
            int(_obj.mesh_sequence_settings.fileFormat))
importFunc(filepath=file, **kwargs)

Could you fix the bug?

How to export mesh sequence to Alembic?

Sorry if you have documentated this elsewhere but I am a studying 3d and found your addon. It’s been great as has allowed me to import the .ply files into blender perfectly. I now like to convert them to alembic files To do some more work in Houdini. If I export them from blender as alembic files I only get the first frame or whatever one I make the first frame of the export Same with fbx. Any idea how I can get the other frames/meshes out In an export. Much appreciated.

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