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Various things broken in 4.0 #500
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Thanks. It looks like two things will need to be done to at least get Blender 4.0 to work.
This addon doesn't use the auto_smooth property to my knowledge, so I don't know what could have caused that error in 4.1. The mmd_tools release page says it doesn't support 4.x yet either, so the mmd_tools importer may be using that property |
Hey uh, will a new version be released? Is this being continued? |
Short answer: Longer answer: My attempt to perform saturation with a numpy implementation either resulted in the wrong coloring or it resulted in no change to the image (I forgot which it's been a while). My attempt to perform saturation with the gpu module resulted in perfect saturation, but parts of the image became corrupted. I don't know what I'm doing wrong with the gpu method because I just copy pasted the code, and don't really have the motivation to learn why it isn't working because I want to use the numpy method anyway (this method is more future-proof than the other one), but the numpy method isn't working and I don't have the motivation to learn why that isn't working because the gpu method is almost working so it's kind of a mix between incompetence, indecision, frustration and laziness as to why this hasn't been resolved yet. The armature layers were also removed in 4.0, so those need to be fixed. I'm guessing it'll be very easy to rewrite, but I don't see a point in doing it until the color saturation is working again. |
for the saturation issue, you could add in a middle step before importing it to blender. you could create a program that converts the original texture files and fixes the saturation. however given the way the kkbp exporter works on the koikatsu side of things having each and every texture separated based on outfits, this may be challenging. this is moreover an idea incase if you get stuck. take my advice with a grain of salt for now though. |
There are already plugins for Blender that come with or use an external .exe, theoretically you could add a perquisite of having an older version of Blender like 3.6, adding an option in the addon options to direct the path to said blender.exe and just run the script through that version of Blender (or you could compile Blender 3.6 as a python module which should make you able to use bgl and create an external LUT converter application using it) , then import back, instead of trying to break your head around coding a new solution. I think for now though there should be at least a script to convert the rigify layers from 3.6 to 4.0 using what's shown in this video. |
That is incredible, I never even considered that as an option. I just tried it on 4.1 and it successfully generated the image through the 3.6 exe. This would definitely break linux and mac compatibility, but I think this will be the least painful option for porting to 4.1. It should even be possible to automatically get 3.6 with a python script that downloads it from the previous versions link and unzips it to the addon directory. The standalone module also looks like an interesting option. I might be wrong, but this seems like it would be better for keeping linux/mac compatibility. The prebuilt 3.6 version is on pypi, so I bet I could use that: https://pypi.org/project/bpy/3.6.0/. Thanks a lot, I'll look into these. |
sorry for the late reply, thats a much better idea than what i was originally thinking lol. |
i've found a couple issues with versions above 3.6 which cause the importer to just not function correctly
auto_smooth
property of meshes being removedThe text was updated successfully, but these errors were encountered: