- User Since
- Jan 3 2007, 2:03 PM (653 w, 6 d)
hi, the ba thread https://blenderartists.org/t/blender-2-8-to-after-effects-exporter/1161382/3 reported:
Unfortunately there is no difference to the old version.
Only 25 out of 100 images are imported.
The position and aspect ratio of the rectangles are wrong.
so idk what to do here. More testing is required?
Sat, Jul 13
Uploaded working alternate stand alone. This addon is the version reverted from release and based on work from @Nobuyuki Hirakata (Gappy1) .
It no longer needs to use the Fracture addon as it includes the old code. As it stands this addon serves as an update to the "Crackit".
Given the work involved in this design, I beleive we should make an exception here and add back to release.
Fri, Jul 12
Commented out broken/invalid scripts fixed the manipulator script. all should be working but just missed the rc tags by a minute... will need to backport this.
closing as resolved. The properties are there by design.
Tue, Jul 9
@Campbell Barton (campbellbarton) hi, I think we could have handled this better. I had been discussing with @Nobuyuki Hirakata (Gappy1) some ui fixes, and various needed changes the night before your reversions were made. we were looking to resolve any issues and present a superior tool for 2.8.
Update to 2.8 was maybe the wrong term here? I've found that during the update process, often things can change and updates become upgrades, features get added, usability get's improved, it provides a time to update to the new api and take a look at an addon in general. 2.8 is a new Blender series and huge changes have been made across all areas. All I was doing here was to try to provide the best functionality for the end user.
I only had the best intentions here. To provide Blender users with a working valid addon with improved usability and functionality.
Thanks. Sorry for the noise.
attending to now
Sun, Jul 7
Current status for Addons:
hi, assigned to Philipp, We all know about this issue.
Changing priority to high. We need to make a decision and make a move on this before rc1.
Sat, Jul 6
hi, no real fix here, I first disabled the smooth_mesh as default but it still errors when enabling in the ui. I then removed (commented out) the smooth toggle from the operator ui. The Smooth toggle is still available in the Create Tab > Landscape Main Panel and works with the Regenerate button. I also discovered an unreported bug with the Create at Cursor toggle, This has been disabled in the ui also.
Lowing priority as the issue could be solved properly at a later time. Thanks.
closing as resolved
hi, this report makes no attempt at reporting a bug. Closing.
Fri, Jul 5
Thanks, we will try to look at this soon.
Will try and look at this soon.
We can try this in the near future.
hi, This report is sub standard and provides no information, feel free to create a new report and fill out all the required information including small test file that fails.
Thu, Jul 4
Thanks @William Reynish (billreynish), That sounds sensible. It's still pretty bare bones, does not work in all node editors. I was working with the author when he designed it and mostly needed for materials nodes for my mat libraries.
This update is from Vilem Duha, Original by JuhaW, We have full permissions to take it on.
Wed, Jul 3
I've committed a workaround, everything works for now.
Example code of what's needed for the unit tests.
# This try block allows for the script to psudo-intelligently select the # appropriate random to use. If Numpy's random is present it will use that. # If Numpy's random is not present, it will through a "module not found" # exception and instead use the slower built-in random that Python has. try: from numpy.random import random_integers as randint from numpy.random import normal as gauss from numpy.random import ( seed, weibull) print("Rock Generator: Numpy found.") numpy = True except: from random import ( randint, gauss, seed) from random import weibullvariate as weibull print("Rock Generator: Numpy not found. Using Python's random.") numpy = False
Tue, Jul 2
Mon, Jul 1
498d912a9d58 Initial commit. This addon has some issues that need solving, @Alessandro Zomparelli (alessandrozompa) is aware and will attend to. He has also asked for core dev help in solving some issues and will be in contact soon.
hi @Nobuyuki Hirakata (Gappy1), I'm lowering the priority to normal, I've committed to release and added a warning.
There's some bugs and issues to iron out.
Sun, Jun 30
hi, it turned out this patch was wrong. I corrected it, tested and committed the fix.
Sat, Jun 29
hi, @Nobuyuki Hirakata (Gappy1)
Thanks very much for the update.
From here I'll do the initial commits. Currently both addons are in contrib and I'll clean up there adding your version in. We will get a good diff from the commit.
After which, I'll add to release. I need to add tags so we have a traceable history.
Once it's back in release, it's all yours again. I've put the instructions for you to gain access to the Blender addons repo below.
It will be important to check regularly leading up to 2.8 release. RC1 would be a good aim for stable. After there will be feedback and bug reports where you can fix and prepare for release.
Fri, Jun 28
I had a brief look at it and started to struggle. I would appreciate any help. On a side note, not sure if it's useful for this situation but the pkhg file in the mesh tools addon in release has the faces code ported to bmesh. iirc.
Thu, Jun 27
Hi, I can look at this if you don't have time, should be an easy fix.
I have another query with geodesic domes. When pkhg and I were working on some design years ago, we thought to add shapekeys but never fully implemented them? I was reminded of this here: T66156 where ctests failed. It looks like there was some duplicated functions from corrective shape keys addon. My question is, should this code just be removed or should we try to make working?
Thank's I'll fix shortly.
Wed, Jun 26
hi, I tested the loopcuts on the default cube and it goes to the limit of 100 with no issues. I noticed in your video that your creating a huge amount of vertices. Possibly this is crashing out your system.
I was able to reproduce the crash on a complex mesh using 100,000's of verts, it took some effort to get to the level needed to reproduce the crash.
moving to addons report. Please let us know if this issue is solved.
As this task no longer relates to addons I'm removing addons project from this task and adding appropriate project tags.
@Naser Merati (Nevil) hi, I' would start a BA forum task with your latest addon version. At least that way users will have something to use in 2.8 and you can get valuable feedback on the addon/feature requests/usability and use that knowledge to advantage.
I'll start with a request to add a panel to the addon.
Thanks, good luck in your future endeavors.
Tue, Jun 25
hi, all done, @Shrinivas (Shrinivas) @takeshi funahashi (waitinfuture) thanks for your help. Please use the file in release for any further updates and create a new task for bugs or if new features/functions are added.
@William Reynish (billrey) hi, maybe we are misunderstanding here? I was thinking this would not be done for 2.8 and we would use an addon to overwrite the keymaps and add a panel. It all would have been optional as an addon until such time you built it in. If your adding this as built in defaults, it's a great move.
Multi Objects Rename could still be an addon and only add a panel? I'm mainly looking at the 3d view where it could also be extended to include more advanced renaming techniques relevant to the 3d viewport. I was brainstorming on this recently with proxe and we came up with ideas like renaming objects within collections to match collection names and other useful scenarios.
hi, raising priority here, I think this is useful enough for inclusion in 2.8. A panel in the sidebar > Item tab would be good to have and easy to construct. There's not much time left so a couple of questions..
Are you prepared to maintain this addon in Blender during 2.8 series? Are you familiar with the git system? Are you prepared to handle bug reports?
You have been very good with handling suggestions and working together with devs, so you would be most welcome.
Thanks, let's try to make this happen.
I am unsure of line 192 not using context and line 268 using context. Is there a reason for this?
The use of "mosesfreestyle" in the bl_location, surely this is an oversight?
Other than that this seems a very simple fix and most welcome.
Mon, Jun 24
hi, I see your using 2.79, it seems from your images that somehow the file is a .py with diff contents, the file is wrong.
This is the correct file for 2.79b
Closing as resolved.
hi @Spivak Vladimir (cwolf3d)
As you've done so much work on addons in preparation for 2.8, I'm leaving the decisions up to you. If your prepared to maintain and take bug reports for the curve addons then I don't see an issue. We leave curve_simplify as standalone, then the rest is up to you. Of course I'll check, test, report back, I kept curve tools alive for some time but cannot continue with it. The curve cad tools seem nice and useful too. If you feel they are up to standard, you can look at adding them to release. The issue with Auto loft if not solvable can be left out of the ui for now. If you think it's better to merge curve tools and curve cad or keep them separate, maybe It's better to keep them under the 1 init but separate within. I really don't want to add much more to release at this stage so 1 well constructed addon would be better than 2. Let me know what you would like to do here. Thanks.
On a side note, your dimensions script, I remember the original "caliper" addon by macouno, it was very similar but used a bone to control the slider and used drivers to change the measurements. maybe something for 2.81 or add curve?
hi, you have supplied little or no information here. I've just tested the addon in a Nightly build from https://builder.blender.org/download/ and cannot reproduce your issue. Please provide the exact steps needed to reproduce this bug.
Sun, Jun 23
ok, that's fine, just let us know here if you make any changes.
I'll close this task now. Thanks for your time and efforts with F2.
@ADI SAMSONOFF (adi.samsonoff) hi any activity here? I would like to move this forward. Are you interested in maintain this addon, taking bug reports?
hi again, this took a while. I would like to see this addon in contrib addons to start with. It needs some formatting, reg at bottom, usual things.
Does the addon use the built in svg importer then add the extra functions on top or is it an importer in it's own right?
Committed, closing, mentioning here: T63750
closing as resolved. committed.
Closing as resolved. Nothing more to do in this task. Any bug reports will be assigned to you. Your free to make changes and fix bugs as the need arises.
keeping open for now in case there's any follow up.
Added rBA812d1c1ec3f3 to version 1-8-4
Added e47cb9ed5b5c to version 1-8-4
These two updates were recently added to F2 during regular clean up.
Committed to release.
@Paul Kotelevets (1D_Inc) please let your guy know I've updated.
hi @Paul Kotelevets (1D_Inc), great story, Thanks, it gives me a greater understanding of your F2. I have similar stories from the old days and the new. Bart is a great guy, he helped me with addons in the very beginning, donating much time to Blender.
In the case of SmartF I was also looking for a maintainer as I was unaware of your F2 updates and continued maintenance. I'm always on the lookout for active developers, especially during big changes like 2.8.
Addons like bsurfaces, f2, looptools, mesh edit tools content, all date back some years, it's a testament to their usefulness that they always get attention at the right times.