Home › Forums › Bug Reports and Feature Requests › Blender project file broken
- This topic has 7 replies, 2 voices, and was last updated 5 years, 8 months ago by Yuri Kovelenov.
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2019-02-18 at 10:37 pm #11522TryllParticipant
Hey guys,
We’ve been experimenting with Verge3D for the past couple of weeks, and over that time have upgraded the Blender (2.80) plugin a couple of times. We’re currently running 2.10 release version on Mac.
My test project, originally built with 2.10 pre2 runs fine in 2.10. BUT if I open the original blender file, it will not sneak peak. It just shows the preloader, counts up to 100% and spins forever. The same happens to my project if I re-export to glTF, so I can no longer make updates to this test project.
The JS console indicates the following:
v3d.js:1 Error: Unsupported group input
at l (v3d.js:1)
at v3d.js:1
at new rc (v3d.js:1)
at v3d.js:1Interestingly, a new Blender project with the default cube, can sneak peak just fine.
I’m trying to produce enough of a demo which will convince my company and partners to invest in licenses for Verge3D, so I’m hoping to keep this project going.
Anything I can try?
2019-02-19 at 7:57 am #11526Yuri KovelenovStaffHi,
if I open the original blender file, it will not sneak peak
Please try running Blender from masOS’ Terminal, and check what is printed in Terminal when you do sneak peek.
Also, it would help a lot if you narrowed down the issue and attached the .blend file to this forums.
2019-02-19 at 3:56 pm #11551TryllParticipantSeems to export OK, it just never completely loads in the browser. Sticks on the preloader at 100%.
INFO: Starting glTF 2.0 export PROFILE: Delta time: 5.245208740234375e-06 (asset) PROFILE: Delta time: 5.9604644775390625e-06 (images) PROFILE: Delta time: 5.0067901611328125e-06 (textures) PROFILE: Delta time: 3.814697265625e-06 (node_graphs) PROFILE: Delta time: 0.0015480518341064453 (materials) PROFILE: Delta time: 7.867813110351562e-06 (curves) PROFILE: Delta time: 0.00013899803161621094 (cameras) PROFILE: Delta time: 7.200241088867188e-05 (lights) INFO: Extracting primitive DEBUG: Adding primitive without splitting. Indices: 180 Vertices: 120 DEBUG: Adding primitive without splitting. Indices: 108 Vertices: 72 INFO: Primitives created: 2 INFO: Extracting primitive DEBUG: Adding primitive without splitting. Indices: 36 Vertices: 24 INFO: Primitives created: 1 INFO: Extracting primitive DEBUG: Adding primitive without splitting. Indices: 1248 Vertices: 260 DEBUG: Adding primitive without splitting. Indices: 120 Vertices: 39 DEBUG: Adding primitive without splitting. Indices: 120 Vertices: 35 INFO: Primitives created: 3 INFO: Extracting primitive DEBUG: Adding primitive without splitting. Indices: 234 Vertices: 156 INFO: Primitives created: 1 INFO: Extracting primitive DEBUG: Adding primitive without splitting. Indices: 2976 Vertices: 2922 INFO: Primitives created: 1 INFO: Extracting primitive DEBUG: Adding primitive without splitting. Indices: 36 Vertices: 24 INFO: Primitives created: 1 INFO: Extracting primitive DEBUG: Adding primitive without splitting. Indices: 372 Vertices: 346 INFO: Primitives created: 1 INFO: Extracting primitive DEBUG: Adding primitive without splitting. Indices: 2130 Vertices: 517 INFO: Primitives created: 1 PROFILE: Delta time: 0.22907066345214844 (meshes) PROFILE: Delta time: 0.0010840892791748047 (nodes) PROFILE: Delta time: 0.0021262168884277344 (animations) PROFILE: Delta time: 0.00010204315185546875 (scenes) PROFILE: Delta time: 1.2874603271484375e-05 (scene) INFO: Finished glTF 2.0 export Starting App Manager server (port 8668, package BLENDER) Address already in use, not running
2019-02-19 at 4:09 pm #11552Yuri KovelenovStaff2019-02-22 at 12:32 am #11653TryllParticipantThank you for offering to assist me.
I kept at it, and was able to determine the (unlikely) cause of the issue.
A single material did not have its “Use Nodes” button turned on in the property inspector – and that completely prevented a workable export. Toggling it on, and it works fine. Toggled off, it jams up on loading in the browser.
2019-02-22 at 9:17 am #11670Yuri KovelenovStaff2019-02-22 at 5:30 pm #11677TryllParticipantThanks again Yuri.
In further testing, I believe the issue may be caused by Blender 2.8 (beta) loosing track of some resources and image files. While the files are alongside the Blend file, it is looking for them elsewhere. I’m trying to get them reassigned correctly.
Weirdly, the end result is as I reported… toggling “Use Nodes” on for one of the materials allows a successful export. That said, I believe this is not really a V3D issue. It is something strange going on in the Blend file itself.
I’m still working on understanding what is really happening, and will post an example if I think it will be useful.
2019-02-23 at 8:58 am #11694Yuri KovelenovStaff -
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