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	<title type="html"><![CDATA[Maratis forum - Export Deform bones only]]></title>
	<link rel="self" href="http://forum.maratis3d.com/extern.php?action=feed&amp;tid=719&amp;type=atom"/>
	<updated>2013-08-24T16:45:52Z</updated>
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	<id>http://forum.maratis3d.com/viewtopic.php?id=719</id>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4757#p4757"/>
			<content type="html"><![CDATA[<p>The export panel is located at the bottom-left side of the workspace once you&#039;ve clicked File &gt; Export &gt; Collada.<br />You might need to move the scrollbar down if you can&#039;t see it.</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-08-24T16:45:52Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4757#p4757</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4755#p4755"/>
			<content type="html"><![CDATA[<p>hi,No.</p>]]></content>
			<author>
				<name><![CDATA[marval]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2397</uri>
			</author>
			<updated>2013-08-24T15:31:23Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4755#p4755</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4742#p4742"/>
			<content type="html"><![CDATA[<p>Does it appear with other exports, for example wavefront obj ?</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-08-23T15:52:27Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4742#p4742</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4740#p4740"/>
			<content type="html"><![CDATA[<p>&quot;See Blender Collada Export for example.&quot;<br />@com3D<br />in Blender &gt; Export &gt; Collada (default) (.dae)<br />the export options window does not appear</p>]]></content>
			<author>
				<name><![CDATA[marval]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2397</uri>
			</author>
			<updated>2013-08-23T14:41:30Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4740#p4740</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4575#p4575"/>
			<content type="html"><![CDATA[<p>Wow! Works perfectly! <img src="http://forum.maratis3d.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>I&#039;ve put the update_funct just before &quot;def register():&quot; in __init__.py<br />It works, but is it correct?</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-08-11T14:07:53Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4575#p4575</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4573#p4573"/>
			<content type="html"><![CDATA[<p>I don&#039;t think you should create &quot;bpy.types.Scene.my_string_prop&quot; in the scene,</p><p>look at &quot;__init__.py&quot; how AnimListItem.loops is made,<br />it&#039;s there I think you should add the new property so it&#039;s attached to AnimListItem.</p><p>Something like :</p><p> AnimListItem.name = StringProperty(<br />&nbsp; &nbsp; &nbsp; &nbsp; name= &quot;name&quot;,<br />&nbsp; &nbsp; &nbsp; &nbsp; description= &quot;anim&#039;s name&quot;,<br />&nbsp; &nbsp; &nbsp; &nbsp; update=update_func<br />&nbsp; &nbsp; &nbsp; &nbsp; )</p><p>after AnimListItem.loops = ... in &quot;__init__.py&quot;</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2013-08-11T13:06:29Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4573#p4573</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4572#p4572"/>
			<content type="html"><![CDATA[<p>Many thanks, I&#039;ve made some progress and things are clearer now.<br />I wrongly understood that values were updated each time the panel is drawn.</p><p>I&#039;ve used :<br />&nbsp; &nbsp; bpy.types.Scene.my_string_prop = bpy.props.StringProperty(name = &quot;Rename&quot;, update=update_func)<br />to create my StringProperty</p><p>Now, in draw, if I use :<br />&nbsp; &nbsp; layout.prop(sce, &#039;my_string_prop&#039;)<br />Anims in the stack are updated, but I can&#039;t retrieve the values from the stack into my_string_prop field (which is static) when I click on the anims.</p><p>And if I use :<br />&nbsp; &nbsp; layout.prop(list_item.my_item, &#039;name&#039;)<br />I can retrieve the value from name when I click on the anims, but how can I call the update function as my_string_prop hasn&#039;t updated ?<br />Is there a way to assign a StringProperty to &#039;name&#039; ? (bpy.types.Scene.name doesn&#039;t work).<br />I&#039;m sure I&#039;m missing something evident.</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-08-11T12:53:45Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4572#p4572</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4566#p4566"/>
			<content type="html"><![CDATA[<p>No, when the field you added is modified :<br />see &quot;Update Example&quot; there <a href="http://www.blender.org/documentation/blender_python_api_2_59_0/bpy.props.html">http://www.blender.org/documentation/bl &#133; props.html</a><br />(when you create your StringProperty, add : update=update_func)</p><p>and in your custom &quot;update_func&quot; do something like :</p><p>sce = context.scene<br />id = sce.mar_anim_list_index<br />mar_anim_list = sce.mar_anim_list<br />mar_anim_list[id].name = mar_anim_list[id].my_item.name</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2013-08-10T18:49:28Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4566#p4566</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4565#p4565"/>
			<content type="html"><![CDATA[<p>Where? In draw?</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-08-10T17:57:58Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4565#p4565</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4564#p4564"/>
			<content type="html"><![CDATA[<p>ok, no stress.</p><p>I think you can change the name by doing :<br />mar_anim_list[id].name = newName</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2013-08-10T17:51:59Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4564#p4564</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4563#p4563"/>
			<content type="html"><![CDATA[<p>I have to get more familiar with panels before trying this one !</p><p>Currently I&#039;m struggling with the anims panel.</p><p>[img=AnimsPanel]I:\Anims.jpg[/img]</p><p>I&#039;ve added a field using:</p><p>layout.prop(list_item.my_item, &#039;name&#039;)</p><p>but I can&#039;t figure out how to update the anims&#039; names in the stack.</p><p>Do you know how to achieve this and/or can you point me to good and up-to-date tutorials, ressources, snipets...</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-08-10T16:42:40Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4563#p4563</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4562#p4562"/>
			<content type="html"><![CDATA[<p>Cool,</p><p>the idea is to create a menu to handle multiple meshs and their respective options and anim ranges,<br />so if a blender scene contains multiple &quot;future&quot; Maratis meshs, you don&#039;t have to select it each time.</p><p>Right now the menu is like that :</p><p><span class="postimg"><img src="http://www.maratis3d.org/wp-content/uploads/2013/08/screen01.png" alt="http://www.maratis3d.org/wp-content/uploads/2013/08/screen01.png" /></span></p><p>The idea is to do :</p><p><span class="postimg"><img src="http://www.maratis3d.org/wp-content/uploads/2013/08/screen02.jpg" alt="http://www.maratis3d.org/wp-content/uploads/2013/08/screen02.jpg" /></span></p><p>- it will need an additional option to center the mesh at export</p><p>I think it&#039;s something that would help manage data between Blender and Maratis,<br />but it&#039;s not a vital feature, and it&#039;s work, so you see if you are interested, no problem.</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2013-08-10T12:22:48Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4562#p4562</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4561#p4561"/>
			<content type="html"><![CDATA[<p>Yes, I am open to any suggestion.</p><p>I know you&#039;re really busy, so even if I&#039;m totally noob to python and blender scripting, I&#039;ll try to implement all that I can.</p><p>Currently, I&#039;ve successfully implemented the first 3 features, with an option for Deform bones.</p><p>What I&#039;ll try next is to give the ability to rename the anims and reorder them (move them up/down in the stack).<br />These names would then be written in the mesh file.</p><p>Another option could be to allow rescaling at export.</p><p>What else ?</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-08-10T10:30:12Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4561#p4561</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4560#p4560"/>
			<content type="html"><![CDATA[<p>ok,<br />that seems good.</p><p>- yes good idea (with an option you can un-check if possible)</p><p>- I agree, I tried to not export similar keyframes in a row but it still misses optimization like the<br />one you suggest.</p><p>- texture filename are made local like this &quot;../maps/filename&quot;<br />if you export the mesh in your-project/meshs/ path when your textures are already in your-project/maps/ path</p><p>- but yes a &quot;copy maps&quot; option can be useful if the textures are not in the good place,<br />it should just give a warning that if there is already textures in the maps folder with the same name it can be lost.</p><br /><p>If you are interested (and if you have time), there is other improvements I had in mind<br />that I never had time to do, would you want to hear ?</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2013-08-10T10:14:13Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4560#p4560</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Export Deform bones only]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4559#p4559"/>
			<content type="html"><![CDATA[<p>Sorry Anaël,</p><p>What I want to achieve is something similar to the collada and fbx export panel which allow to check a &quot;Deform Bones only&quot; option.</p><p>See <a href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Import/COLLADA">Blender Collada Export</a> for example.</p><p>This option is really interesting when you are using an advanced rig to easily pose your mesh or if you&#039;re using additional bones to create shape keys.</p><p>This is the &quot;use_deform&quot; boolean parameter in the Blender API.</p><p>Additionaly, I want the script :<br />&nbsp; &nbsp; - not to write animation frames that are not set in the &quot;Maratis Anims&quot; from Blender Properties/Render panel<br />&nbsp; &nbsp; - not to write scale values in the maa file if these values remain constant<br />&nbsp; &nbsp; - to write the texture filename in the mesh file formated in this way : &quot;../maps/filename&quot; instead of &quot;filename with path&quot;<br />&nbsp; &nbsp; - to export the textures in the maps folder of the project</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-08-10T06:06:11Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4559#p4559</id>
		</entry>
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