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by Redacted · 08/10/2007 (2:21 pm) · 48 comments
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#22
For lack of a better place, I'm putting a bug report here. If there is a better place to log this sort of thing, let me know.
I'm running on a Mac with Python v2.5 and Blender v2.45. It works great for static models but as soon as I try to export sequences I run into problems. Here's the output from the console:
/Applications/Blender/Blender.app/Contents/MacOS/./.blender/scripts/DTSPython/Dts_Shape.py:272: FutureWarning: x<
StateOn = 1 << 31
Traceback (most recent call last):
File "/Applications/Blender/Blender.app/Contents/MacOS/.blender/scripts/Common_Gui.py", line 1166, in button_event
c.onAction(evt, curMousePos, -1)
File "/Applications/Blender/Blender.app/Contents/MacOS/.blender/scripts/Common_Gui.py", line 513, in onAction
control.onAction(evt, newpos, value)
File "/Applications/Blender/Blender.app/Contents/MacOS/.blender/scripts/Common_Gui.py", line 152, in onAction
if self.callback: self.callback(self)
File "", line 1329, in guiBaseCallback
File "", line 829, in export
File "", line 489, in process
File "", line 754, in process
AttributeError: 'module' object has no attribute 'format_exc'
I haven't tried debugging the scripts yet - I suppose I can give that a go. But before I'm up to my elbows in python, has anyone else had the same problem?
10/01/2007 (10:27 am)
I'm getting crashes in DTS exporter v0.95. For lack of a better place, I'm putting a bug report here. If there is a better place to log this sort of thing, let me know.
I'm running on a Mac with Python v2.5 and Blender v2.45. It works great for static models but as soon as I try to export sequences I run into problems. Here's the output from the console:
/Applications/Blender/Blender.app/Contents/MacOS/./.blender/scripts/DTSPython/Dts_Shape.py:272: FutureWarning: x<
Traceback (most recent call last):
File "/Applications/Blender/Blender.app/Contents/MacOS/.blender/scripts/Common_Gui.py", line 1166, in button_event
c.onAction(evt, curMousePos, -1)
File "/Applications/Blender/Blender.app/Contents/MacOS/.blender/scripts/Common_Gui.py", line 513, in onAction
control.onAction(evt, newpos, value)
File "/Applications/Blender/Blender.app/Contents/MacOS/.blender/scripts/Common_Gui.py", line 152, in onAction
if self.callback: self.callback(self)
File "
File "
File "
File "
AttributeError: 'module' object has no attribute 'format_exc'
I haven't tried debugging the scripts yet - I suppose I can give that a go. But before I'm up to my elbows in python, has anyone else had the same problem?
#23
10/01/2007 (10:48 am)
...
#24
10/01/2007 (3:40 pm)
...
#25
I've installed python 2.5...
Python 2.5 (r25:51918, Sep 19 2006, 08:49:13)
[GCC 4.0.1 (Apple Computer, Inc. build 5341)] on darwin
...but I don't know for sure that Blender used it.
Thanks for pointing me in a likely direction. I'll let you know when I get it figured out.
10/02/2007 (5:27 am)
Those are helpful clues.I've installed python 2.5...
Python 2.5 (r25:51918, Sep 19 2006, 08:49:13)
[GCC 4.0.1 (Apple Computer, Inc. build 5341)] on darwin
...but I don't know for sure that Blender used it.
Thanks for pointing me in a likely direction. I'll let you know when I get it figured out.
#26
Traceback (most recent call last):
File "", line 34, in
ImportError: No module named DTSPython
Thank you.
10/14/2007 (3:29 am)
Maybe this is a dumb question, but what should I do when I get this error?:Traceback (most recent call last):
File "
ImportError: No module named DTSPython
Thank you.
#27
10/14/2007 (9:23 am)
...
#28
10/17/2007 (5:51 am)
I did.
#29
10/17/2007 (5:53 am)
...
#30
I think I managed to get things sorted out. There is a Mac blender build that uses 2.5 Python, available on the blender site, that is working well for me. The frustrating bit was that I spent a lot of time trying to build blender myself before I found the link on the blender site - good experience, so not all bad.
Anyway, the exporter seems to work fine in this build. Not conclusive, but I'd guess you were bang-on with your guess that blender uses the version of python it's built with, not what's installed.
Thanks for your help.
10/24/2007 (3:32 pm)
@JosephI think I managed to get things sorted out. There is a Mac blender build that uses 2.5 Python, available on the blender site, that is working well for me. The frustrating bit was that I spent a lot of time trying to build blender myself before I found the link on the blender site - good experience, so not all bad.
Anyway, the exporter seems to work fine in this build. Not conclusive, but I'd guess you were bang-on with your guess that blender uses the version of python it's built with, not what's installed.
Thanks for your help.
#31
<<<<<<<<<<<<>>>>>>>>>>>>>><<<<<<<<<<<<<<>>>>>>>>>>>
12/30/2007 (2:59 pm)
Where do I get the latest version of python? Could you give me a link?<<<<<<<<<<<<>>>>>>>>>>>>>><<<<<<<<<<<<<<>>>>>>>>>>>
#32
12/30/2007 (3:03 pm)
...
#33
01/01/2008 (12:00 pm)
Thanks.
#34
01/04/2008 (8:23 am)
How do you get Blender to use python 2.5.1 on Mac OsX? I am using blender 2.45.
#35
Blender has to be compiled from source to use python 2.5. You could try to do this yourself - I tried but wasn't successful. Fortunately, someone has already done it for you.
Look on the Blender download page (http://www.blender.org/download/get-blender/) for "Custom Python 2.5 installations" and pick the one for your processor (ppc/intel).
01/04/2008 (3:34 pm)
@MarkBlender has to be compiled from source to use python 2.5. You could try to do this yourself - I tried but wasn't successful. Fortunately, someone has already done it for you.
Look on the Blender download page (http://www.blender.org/download/get-blender/) for "Custom Python 2.5 installations" and pick the one for your processor (ppc/intel).
#36
ps. I found the place, but it's down. I'll try later though.
01/04/2008 (5:30 pm)
Thank you VERY much! ps. I found the place, but it's down. I'll try later though.
#37
great work with the new exporter! i love the material stuff.
for the first time, i have had to try to export animated collision meshes, and i'm not having a good time with it. the post for version .94 (i think) says to make a location constraint on the collision mesh and assign the bone to the constraint. but what if the bone is a rotation?
for example, i simply want to make an animated door geometry that allows the player to pass through when it swings open. i have to believe this is possible??
thanks!
01/06/2008 (1:54 pm)
hi joseph!great work with the new exporter! i love the material stuff.
for the first time, i have had to try to export animated collision meshes, and i'm not having a good time with it. the post for version .94 (i think) says to make a location constraint on the collision mesh and assign the bone to the constraint. but what if the bone is a rotation?
for example, i simply want to make an animated door geometry that allows the player to pass through when it swings open. i have to believe this is possible??
thanks!
#38
01/06/2008 (2:03 pm)
...
#39
that's what i was thinking, but if i add both rotation and position, my collision mesh (in blender) skews rather than rotates.
do i need to do anything special to the origin of the collision mesh for the rotation to work right, or do the same thing as if it was animated via vert groups?
01/06/2008 (2:13 pm)
wow that was like crazy fast reply!that's what i was thinking, but if i add both rotation and position, my collision mesh (in blender) skews rather than rotates.
do i need to do anything special to the origin of the collision mesh for the rotation to work right, or do the same thing as if it was animated via vert groups?
#40
01/06/2008 (2:24 pm)
That's odd. I'm not seeing any skewing here within Blender when rotating the target bone around in pose mode. Does your mesh object have an unapplied non-uniform scale? You might try applying all transforms on the mesh object to see if the skewing goes away.
Torque Owner Redacted