I have made a very basic animation in Blender (2.79) and I am trying to export it as a GLTF or GLB. I have succesfully installed the gltf exporter and am able to export both gltfs and glbs of unanimated models no problem.
As soon as I add animation and try to export however, I get the following error message
The animation is as about as simple as it could be, I'm just experimenting. Its just the default box that changes location and rotation across 3/4 keyframes.
I am new to Blender so perhaps I am missing a step but my process is as follows: Add box to the scene, add keyframes (LocRot), go to export as I would with a static object, this has the following (default) settings.
I have tried clicking Pushdown on the action sheet as I have seen suggested somewhere but it makes no difference.
Am I missing something? Please let me know if you need any more info in order to advise, I'm happy to share the file or whatever might help.
NB this will eventually be used in a-frame so any specific tips on export for that would be much appreciated.
So after seeing someone else's export settings (thanks to the a-frame slack channel) I have got this working. I needed to have force sample animations selected in the animation export settings. Then it exports no problem and works as expected. Answering my own question in case anyone else has this problem.
Thanks.
To export multiple animated objects with armatures, vertex groups should have unique names. Here's a little script to rename bones and vertex groups based on parent armature name:
import bpy
for obj in bpy.context.selected_objects:
if obj.type == "ARMATURE":
prefix = obj.name + "_"
for bone in obj.data.bones:
bone.name = prefix + bone.name
if obj.type == "MESH":
prefix = obj.parent.name + "_"
for vg in obj.vertex_groups:
if vg.name[0:len(prefix)] != prefix:
vg.name = prefix + vg.name
Related
In After Effects scripts, if you want your script to be able to be docked in the program's workspace, the only way to do it as far as I know is to use a resource string like this:
var res = "Group{orientation:'column', alignment:['fill', 'fill'], alignChildren:['fill', 'fill'],\
group1: Group{orientation:'column', alignment:['fill', ''], alignChildren:['fill', ''],\
button1: Button{text: 'Button'},\
},\
}";
myPanel.grp = myPanel.add(res);
The above code creates a script UI with one button ("button1") inside a group ("group1").
I would like to know other ways to create the same resource string. Is it possible to make it using a JSON object and then stringifying it??
I know it can be done somehow, because I have inspected the Duik Bassel script that is dockable and, for example, adds elements like this:
var button1 = myPal.add( 'button' );
but I cannot understand how to do it myself.
TL;DR: I want to make a dockable scriptUI without writing a giant string all at once, but bit by bit, like a floating script.
UI container elements have an add() method which allows you to add other UI elements to them, and you can treat them as normal objects.
var grp = myPanel.add("group");
grp.orientation = "column";
grp.alignment = ['fill', 'fill'];
grp.alignChildren = ['fill', 'fill'];
var group1 = grp.add("group");
…
var button1 = group1.add("button");
button1.text = 'Button'
More details and examples here: https://extendscript.docsforadobe.dev/user-interface-tools/types-of-controls.html#containers
Also worth checking out https://scriptui.joonas.me/ which is a visual scriptUI interface builder. You have to do some work on the code it produces to get panels for AE, but it's not hard.
extendscript still uses a 20th century version of javaScript, which doesn't have JSON built-in, but I have successfully used a JSON polyfill with it.
I used json2.js to get structured data in and out of Illustrator, and it worked beautifully, but I can see there's now a json3.js which might be better for whatever reason. This stackoverflow question addresses the differences.
To load another .js file (such as a polyfill) into your script, you need to do something like
var scriptsFolder = (new File($.fileName)).parent; // hacky but effective
$.evalFile(scriptsFolder + "/lib/json2.js"); // load JSON polyfill
These file locations may differ in other Adobe apps. Not sure what it would be in AfterEffects. I seem to remember that InDesign has a different location for scripts. You can also hardcode the path, of course.
Good luck!
I have a project in CreateJS which I'd like to remake without CreateJS, but it seems that all my images are in an EaselJS shape format. For example:
this.shape_1 = new cjs.Shape();
this.shape_1.graphics.f("#465762").s().p("AgOAOQgFgFAAgJQAAgHAFgHQAHgFAHgBQAIABAHAFQAFAHAAAHQAAAJgFAFQgHAHgIgBQgHABgHgHg");
this.shape_1.setTransform(43.4,42,0.747,0.747);
Is there some method I could use to export that to an image file?
You can export any EaselJS DisplayObject by caching it, and then exporting the dataURL. Note that you have to know the raw bounds. If you want a larger cache of it, just increase the scale parameter.
this.shape_1.cache(x, y, w, h, [scale]);
var url = this.shape_1.getCacheDataURL();
Unfortunately this method does not support the parameters of the Canvas.toDataURL(), so if you want that, you can hit the cache directly:
this.shape_1.target.cacheCanvas.toDataURL(…[type], [encoderOptions]);
Then, you can use the dataURL in a number of ways. Here is an article on it. Alternatively, just throw the generated cache into the DOM, and right-click on it to save.
document.body.appendChild(this.shape_1.target.cacheCanvas);
Docs:
DisplayObject.cache()
EaselJS getCacheDataURL()
Canvas.toDataURL()
I try to use camera's viewVector to make plane face to camera, but it will turn Clockwise or Counterclockwise when Camera rotate to left or right.
Can I make the plane always face to camera without turning Clockwise or Counterclockwise?
I think camera->upVector() can help me maybe, but I don't how to use.
My code :
class planeTransformClass : public Qt3DCore::QTransform {
public:
planeTransformClass( Qt3DCore::QNode *entity = nullptr ) :Qt3DCore::QTransform(entity) {}
signals:
void faceTo( QVector3D v ) {
setRotation(QQuaternion::rotationTo(QVector3D(0,1,0), -v));
} ;
};
// Background
Qt3DCore::QEntity *planeEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DExtras::QPlaneMesh *planeMesh = new Qt3DExtras::QPlaneMesh(planeEntity);
planeMesh->setHeight(2);
planeMesh->setWidth(2);
Qt3DExtras::QTextureMaterial planeMaterial = new Qt3DExtras::QTextureMaterial(planeEntity);
Qt3DRender::QTexture2D *planeTexture = new Qt3DRender::QTexture2D(planeMaterial);
FlippedTextureImage *planeTextureImage = new FlippedTextureImage(planeTexture);
planeTextureImage->setSize(QSize(3000, 3000));
planeTexture->addTextureImage(planeTextureImage);
planeMaterial->setTexture(planeTexture);
planeMaterial->setAlphaBlendingEnabled(true);
// Transform
planeTransformClass planeTransform = new planeTransformClass(planeEntity);
planeTransform->setRotationX(90);
planeTransform->setTranslation(QVector3D(2, 0, 0));
planeEntity->addComponent(planeMesh);
planeEntity->addComponent(planeMaterial);
planeEntity->addComponent(planeTransform);
// connect camera's viewVectorChanged
camera->connect( camera, &Qt3DRender::QCamera::viewVectorChanged,
planeTransform, &planeTransformClass::faceTo);
Solution using geometry shader
There is already a C++ translation this QML code that I tried to translate (using geometry shader):
https://github.com/ismailsunni/qt3d-custom-shader
My own translation can be found here. It works now after solving the issues mentioned in this question.
Solution without geometry shader
I got a different version running based on this bug report. You can find my implementation on GitHub. The billboards don't change their size when the camera moves, i.e. become smaller and larger on screen like every other object, but I hope you can work with that.
On the master branch the images also move for some reason as can be seen in this image:
The no_instanced_rendering branch doesn't use instanced rendering and displays everything correctly.
Edit
I'm sorry I'm not using your example but I don't have time anymore to adjust it. Check out the patch related to the bug report I mentioned. The person implemented a material with this effect, you should be able to extract it and make it run.
Hi guys ,
I'm currently working on a Drupal project which use the Panelizer module by overriding the default node display. The panel for this content type is made width a lot of rules and specifications in order to display some specific content (like views) according some fields.
Now I need to print in PDF the same content that is displayed by the panelizer module but in another display (in one column ), so I cloned the display I use and rearranged it to display what I want.Then I want to use this display width the print module but I didn't managed to do that.
Any idea how can I do that ?
I just can't use the default node render, because I would miss some informations dues to the specifications used in the panel, and I can't print the panelized content because it's not the same display.
I read this thread but how can I say to the print module to use the "print" display I cloned instead of the default one ?
Any suggestions or ideas will be appreciated or if you have another idea for doing that you're welcome :)
Thank you !
In your print pdf template you can load the node then create a view with the display and finally render it : drupal_render(node_view(node_load($node->nid), "name of your display")) ;
Another way is to alter node entity info, telling that 'print' view can be panelized, i.e.
/**
* Implements hook_entity_info_alter().
*/
function mymodule_entity_info_alter(&$entity_info) {
$entity_info['node']['view modes']['print']['custom settings'] = TRUE;
...
}
After that, you go to panelizer settings of your content type(s), and set whatever you want for the print view mode
I have a layout, but cannot define all of its regions in advance because they are not known.
So later on an ItemView is created and I'd like to create a new region in the layout using the view's ID as the region's name so I can then say:
layout.dynamicRegionName.show(newItemView);
But there is cyclic dependency here.
I haven't rendered the view yet, so I cannot make a reference to its DOM element to be used in the layout's call to .addRegion()
I cannot render it, precisely because I want it to get attached to the DOM tree through the dynamically added region by calling its .show()
#DerickBailey In the Marionette.Layout docs in github I believe there is an error in the example that has: layout.show(new MenuView());
but technically this is close to what we'd need here i.e. to be able to do:
layout.addRegion(VAR_WITH_NEW_REGION_NAME, aViewInstance);
and have this add a new Region into the layout rendering inside it directly the view instance.
Am I missing some other obvious way to achieve this? Is that a known missing functionality? Is there a reason not to have it?
I'm aware of this previous Q: "Dynamically add/remove regions to a layout"
but don't see any clear/definite answer to it.
Marionette v1.0 (v1.0.2 is latest, right now) supports dynamic regions in Layouts.
var MyLayout = Marionette.Layout.extend({
template: "#some-template"
});
var layout = new MyLayout();
layout.render();
layout.addRegion("someRegion", "#some-element");
layout.someRegion.show(new MyView());
In one of my projects, I faced a similar issue. I needed to create a form dynamically, i.e the form would contain different field views that could not be determined prior runtime. I needed the fields to be Marionette views because they had pretty complicated behaviour.
The way I have done it in Marionette 1.4 in CoffeeScript:
class Module.AdditionalOptionsLayout extends Marionette.Layout
tagName: 'form'
initialize: (options = {}) ->
#_fieldViews = options.fieldViews || []
onRender: ->
#_showFields #_fieldViews
_showFields: (fieldViews) ->
fieldViews.forEach (fieldView) => #_addRegion().show fieldView
_addRegion: ->
regionClass = _.uniqueId('field-region__')
#$el.append $("<div class=\"#{regionClass}\"></div>")
#addRegion regionClass, '.' + regionClass
Please, let me know if it needs further explanation or I can clarify this in JS. I am also aware that it is a late answer, however, hope somebody could find it still useful. Also, note - the answer is relevant only for Marionette 1.x