Armory 3D

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sledge's picture
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Armory 3D

i have to say: really great job with "Bforartists" !!! I never dreamed of, that the GUI will be changed. But you´ve done it ! Awesome.
Ok, back to my topic. Most of my AddOns work with Bforartists. Armory 3D v0.4 seems somehow not to work. It loads inside the Program.
But if i want to create logic-nodes, i can´t. It could not find any actions for it. Really strange. Maybe some others also expirience the same issue.
Or i am doing something wrong. So if the Dev of Bforartists can take a look, if he reproduce the same issue, and if this can be fixed somehow.
Because Armory 3D is great. Thanks !

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Reiner's picture
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Hi Sledge,

Hi Sledge,

Thanks for the report.

That's most probably because of some changes in the Blender Master code that did not exist in the release version of Blender 2.79b. They did some changes regarding version 2.8 already. Unfortunately Bforartists is based at the Blender Master code, and not at the Release version code. So there is little that we can do. I fear we have to live with that some addons doesn't work with Bforartists.

Kind regards

Reiner

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Lack Of Love's picture
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It sounds like a great

It sounds like a great contradiction and a great conflict.
Well I have a question but I will look for the thread that should correspond and if there is no habrire one

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Reiner's picture
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Ah, wait. Armory is no

I have checked, and Armory is no Blender addon. I hvae at least not found any addon version. It is a special Blender version that contains the Armory game engine.

We will not include the Armory code in Bforartists. You need to use Armory when you want to work with Armory, and that's based at Blender.

Kind regards

Reiner

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NigeC's picture
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Armory does work, well it

nevermind

 

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sledge's picture
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Hey NigeC.

Hey NigeC.

Thx for support. Yep, Armory works, gets loaded inside Bforartists. Just got the issue, that the logic-nodes doesn´t show up in the compositing UI. In the end, i can use just "Code" to do my actions. But i wanted to start with logic-nodes to start with armory3D. Maybe i should begin with coding Smile

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sledge's picture
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Hey,

Hey,

thx for the fast reply. What i read, was you have two armory3d versions. One standalone and one as addOn:
http://armory3d.org/manual/#/getting_started/setup (you can read it down below when you scroll down)
You can take this one: Armory_04a_win64_b27.7z (b27 means blender v2.7)
or this one: Armory_04a_win64_b28.7z (b28 means blender v2.8)
https://armory.itch.io/armory3d/download/eyJleHBpcmVzIjoxNTI4NTgwNDY0LCJ...

I´ve allready loaded it, into Bforartists. It works. I also can compile to any desired export format, like: html5, windows, etc.
So in general it works somehow with Bforartists v1.0 / Blender v2.7. Expect the thing with the "logic nodes", that don´t
appear inside the compositing UI. This is what bugs me.

Do you think, when Bforartists-kernel gets updatet to v2.8, armory 3d will have better chances as addOn (with working nodes) ?

Kind regards
Sledge

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Reiner's picture
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I see. And i think i found

I see. And i think i found the cause. We have removed the Blender menus in the node editor, and replaced it by our own. The old Blender menu is still there under the hood. But not longer accessible from the UI. To make it accessible again would mean to revert the node editor to the Blender state. No icons, a gazillion tabs to get lost ... The port to 2.8 will not change this situation. Sorry that i have no better news Sad

You could theoretically add nodes by the search menu in the Add menu item in the header. This one still accesses the old code. But i haven't tested it.

 

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sledge's picture
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Okay,

Okay,

some sad news. I tryed to add commands by the serach-drop-down. But also there are not any actions availible.
Really strange, because other stuff works, like materials and so on. I would say, we don´t need any icons for commands /
functions / nodes. As in the material editor, just "names" that defines the nodes. A Simple drop-down-menu, thats it.

Blender / Blender-user needs AddOns. A usual case. Therefore a Blenderfork, like Bforartists should support, or lets say
should be compatible like the original Blender. Otherwise the split / difference between them can get to big. And users maybe don´t see rich benefits for themselfs, if they have to choose between compatiblility or a clean UI. I know, its easy said from me, but its just my opinion Wink . Of course, great work from you / your team on Bforartists. Hope Blender-Foundation supports you somehow !

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Reiner's picture
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There is no support from

There is no support from Blender. And never will. And i keep my fingers away from everything that is Blender. One shitstorm per life is enough.

We do our best to make as much addons working as possible. But in the end it's the addon developers job to develop and maintain the addon. I can for sure not rewrite the Armory addon so that it works in Bforartists. That's simply too much, sorry.

My advice is to use the Blender version of Armory.

Kind regards

Reiner

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sledge's picture
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Okay ... understand it. I don

Okay ... understand it. I don´t know any backgrounds. I just expected, that the foundation is glad, that someone is willing to "fix" their UI. Because after 10+ years, its about time. So i assumed maybe you got support, in anyway. Really sad, if its the opposite way !

I don´t know how the fork works & how much effort you need to do do some stuff. I just thought, it is maybe relatively easy to handle the communication of Bforartists with some "exotic" addOns. I am not in, so sry for my naive demands. You are right, the best way would be, to use the Armory3D Blender mix. Thx for the Tips and explaination.

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Reiner's picture
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Nothing is really easy when

Nothing is really easy when it comes to programming I-m so happy

Just curious, do you get any errors in the console?

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sledge's picture
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Ok, here we go :

Ok, here we go :
-------------------------------------------------------------------------------------------------------
Warning: Path 'C:\BforArtists_v1.0.0\_Add-Ons_\Armory-Renderer\armsdk//armory/blender/data/arm_data.blend' cannot
be made relative
Warning: Total files 3 | Changed 0 | Failed 3
RNA_boolean_get: WM_OT_save_as_mainfile.exit not found.
MeasureIt: Cleaning data

Armory v0.4 ($Id: 97fc5021306ba3e6d744b62e6614e853412df34b $)
OS: win, Target: krom, GAPI: opengl, Blender: 2.79 (sub 4)
Exporting Scene
Exporting mesh Cube
Scene built in 0.005994319915771484
Exported modules: []
Shader flags: ['_Irr', '_EnvCol', '_Deferred', '_CSM', '_SMAA', '_SSAO']
Running: ['C:\\BforArtists_v1.0.0\\_Add-Ons_\\Armory-Renderer\\armsdk//nodejs/node.exe',
'C:\\BforArtists_v1.0.0\\_Add-Ons_\\Armory-Renderer\\armsdk//Kha/make', 'krom', '-g', 'opengl', '--shaderversion', '330','--to', 'build_untitled/debug']

Using Kha from C:\BforArtists_v1.0.0\_Add-Ons_\Armory-Renderer\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Cube.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.vert.glsl).
Compiling shader 2 of 8 (painter-image.frag.glsl).
Compiling shader 3 of 8 (painter-image.vert.glsl).
Compiling shader 4 of 8 (painter-colored.frag.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-video.frag.glsl).
Compiling shader 7 of 8 (painter-text.vert.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 6.193390130996704
-------------------------------------------------------------------------------------------------------

There seems to be 3x things (3x files) he can´t find, or so. "arm_data.blend" and "WM_OT_save_as_mainfile.exit". I don´t know what is meant by "relative". Maybe you know what that means.

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NigeC's picture
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I would avoid  all the

I would avoid  all the underscores, in the Amory docs it says keep the path simple

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Reiner's picture
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No idea, sorry :/

No idea, sorry :/

Underscores in paths shouldn't be a problem. Gaps in path names is a problem though. ...\my folder\... for example. What are the \\ tags good for in the file path?

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sledge's picture
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Hm, i tried mostly everything

Hm, i tried mostly everything. But with no luck Sad . Anyways. It works, just without nodes. I will try to lern doing things by
code. Thx everybody.

EDIT:
Tested some build-publishings. I can say: Bforartists + Armory3D + Haxe = works well. No need for any logic-nodes
EDIT_v2:
I loaded a example file of armory3D from github. Aaand the nodes are there !!! But i have no idea how to add new ones.
What ist the shortcut for adding new nodes inside the compositing UI ? In the regular Blender it is: shift+a ...

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Reiner's picture
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With the bforartists Full

With the Bforartists Full keymap it's shift a too. But this just brings up the search menu. Since we have put all nodes into the tool shelf.

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NigeC's picture
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I had issues with a "-" in

I had issues with a "-" in Renderman plugin so maybe "Armory-Renderer" could be causing problems.. I knew I had something happening with paths with Blender and BFA hence why I commented, just the wrong symbol Smile

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sledge's picture
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I tried without any symbols

I tried without any symbols in the path. With no luck. this doesn´t seems to be the prob in Armory 3D

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Draise's picture
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I might have to try this out.

I might have to try this out. The Animation nodes have an Add panel, which should also exist with the Armory nodes system. You can always use the header, or the Shift+A - if the addon creates it's own nodal view, then the Header>Add and shift+A hotkey should populate. Animation Nodes does this, same with Sverchok.

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-Draise

sledge's picture
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@Draise

@Draise
Sure, try it out if you got some time. Maybe you find out something interesting. Who knows...

Shift+A doens´t work and inside the "add"-panel theres nothing shown up with any functions, as it is in animation or material tab and so on. As described, when you load a example-project from gitHub, everything (all nodes) is inside the compositing Ui, as it should be. You can work with them. You can compile everything without errors. Everything works. This is crazy, just "adding new" nodes doesn´t work, because nothing there !
I am so sad Sad

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Draise's picture
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I gave it a whirl. Sure

I gave it a whirl. Sure enough, the Add menu in the header and Shift+A menu are empty for Armory. I have filed a bug to the tracker. 

As Reiner mentioned, we rebuilt the nodes "add" function to be ergonomic and more organized, and iconized. For some addons like Animation Nodes, the workaround to populate the add menu has had no issues. The shift+A add menu for Sverchok also works. Even addons that build new tabs work (Matlib, Node Wrangler, etc) But Armory does not. Might be worth retrying it out after BFA get's build on Blender 2.8's master source code released probably around September 2018. 

I have some errors from Sverchok, which also have custom nodes.

 

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-Draise

Reiner's picture
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Hm. This code part is pretty

Hm. This code part is pretty tricky. The only solution that i could think of is to revert the nodes stuff to the blender state again. Which i am not really keen of.

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Draise's picture
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Yikes, the revert sound

Yikes, the revert sound nighmarish. How did the Animation Nodes manage to populate that menu?

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-Draise

sledge's picture
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@Draise , @Reiner ... thx

@Draise , @Reiner ... thx guys, for looking into.

My general statement:
Maybe this is the first AddOn which struggles with compatibility. But maybe there are some other AddOns, or upcoming AddOns which could struggle with BFA. As i know many Blender-Users / 3D-Artists rely on AddOns. Therefore i would take the topic "compatibility" to a high priority.

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Reiner's picture
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We do. But sometimes you

We do. But sometimes you loose. And to revert to the Blender state would be a big loss.

Either way, we have to wait for Blender 2.8 now. And then we can have a second look at the issue.

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