Forum Replies Created
-
AuthorPosts
-
TryllParticipant
Using the Mac/Blender version I had a really good first launch experience of v3. I opened up one of my test projects from v2, enjoyed the new app manager, launched the puzzle editor, worked in it a bit.
I didn’t run any updates on my apps yet as things are working fine and I don’t want to break it.
So far, a really clean and polished upgrade of the UX. You guys did a great job with this.
TryllParticipantThanks 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.
TryllParticipantThank 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.
TryllParticipantSeems 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
-
AuthorPosts