9. June 2018 at 20:51 #14477
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 !10. June 2018 at 6:13 #19839
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.
Reiner10. June 2018 at 6:54 #19840
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.
Reiner10. June 2018 at 7:49 #19841
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.
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) ?
Sledge10. June 2018 at 8:06 #19842
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
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.10. June 2018 at 9:05 #19843
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 . Of course, great work from you / your team on Bforartists. Hope Blender-Foundation supports you somehow !10. June 2018 at 10:47 #19844
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.
Reiner10. June 2018 at 11:46 #19846
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.10. June 2018 at 11:46 #19845NigeCParticipant
- Posts 81
nevermind10. June 2018 at 11:51 #19847
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 coding10. June 2018 at 15:49 #19848
Nothing is really easy when it comes to programming
Just curious, do you get any errors in the console?10. June 2018 at 17:32 #19849
Ok, here we go :
Warning: Path ‘C:BforArtists_v1.0.0_Add-Ons_Armory-Rendererarmsdk//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 mesh Cube
Scene built in 0.005994319915771484
Exported modules: 
‘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-RendererarmsdkKha
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).
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.10. June 2018 at 17:49 #19850NigeCParticipant
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I would avoid all the underscores, in the Amory docs it says keep the path simple10. June 2018 at 19:30 #19851
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?10. June 2018 at 23:18 #19852
Hm, i tried mostly everything. But with no luck . Anyways. It works, just without nodes. I will try to lern doing things by
code. Thx everybody.
Tested some build-publishings. I can say: Bforartists + Armory3D + Haxe = works well. No need for any logic-nodes
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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