linkus Posted February 19, 2016 Share Posted February 19, 2016 Hey everyone, I'm encountering a problem with the blender exporter. It's crashing 100% of the time while exporting (although almost always finishes exporting the whole scene with its materials). I'm using the latest 4.4.1 blender exporter and 2.76b blender on a mac. I'm attaching my export log if it's any help. Is there a way to get the blender log, if it would be more helpful? Really looking forward to the help as this problem has been driving me crazy (always having to reopen the blender file when I want to continue working after the export). Exporter version: 4.4.1, Blender version: 2.76 (sub 0) ========= Conversion from Blender to Babylon.js ========= Scene settings used: selected layers only: false flat shading entire scene: false inline textures: false texture directory: /**REMOVED**/ Python World class constructor completed processing begun of mesh: Glass_Dark processing begun of baked material: Glass_Dark Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 51 num normals : 51 num uvs : 102 num uvs2 : 0 num colors : 0 num indices : 60 processing begun of mesh: Lamp_Mesh_4 processing begun of baked material: Lamp_Mesh_4 Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 371 num normals : 371 num uvs : 742 num uvs2 : 0 num colors : 0 num indices : 684 processing begun of mesh: Door_Room2 processing begun of Standard material: Door_Room2_Material num positions : 20 num normals : 20 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 108 processing begun of mesh: Roof processing begun of baked material: Roof Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of camera (FreeCamera): Camera processing begun of mesh: Walls processing begun of baked material: Walls Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 952 num normals : 952 num uvs : 1904 num uvs2 : 0 num colors : 0 num indices : 1644 processing begun of mesh: Floor processing begun of baked material: Floor Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 4 num normals : 4 num uvs : 8 num uvs2 : 0 num colors : 0 num indices : 6 processing begun of mesh: Door_Bathroom processing begun of baked material: Door_Bathroom Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 79 num normals : 79 num uvs : 158 num uvs2 : 0 num colors : 0 num indices : 102 processing begun of mesh: Door_Outside processing begun of Standard material: Door_Outside_Material num positions : 18 num normals : 18 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 102 processing begun of mesh: Window_Big processing begun of baked material: Window_Big Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 73 num normals : 73 num uvs : 146 num uvs2 : 0 num colors : 0 num indices : 96 processing begun of mesh: Window_Small processing begun of baked material: Window_Small Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 71 num normals : 71 num uvs : 142 num uvs2 : 0 num colors : 0 num indices : 96 processing begun of mesh: Door_Room1 processing begun of Standard material: Door_Room1_Material num positions : 18 num normals : 18 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 102 processing begun of mesh: Window_Medium processing begun of Standard material: Window_Medium_Material num positions : 16 num normals : 16 num uvs : 0 num uvs2 : 0 num colors : 0 num indices : 96 processing begun of mesh: Small_Window processing begun of baked material: Small_Window Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 147 num normals : 147 num uvs : 294 num uvs2 : 0 num colors : 0 num indices : 204 processing begun of mesh: Big_Window processing begun of baked material: Big_Window Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 355 num normals : 355 num uvs : 710 num uvs2 : 0 num colors : 0 num indices : 480 processing begun of mesh: Medium_Window processing begun of baked material: Medium_Window Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 149 num normals : 149 num uvs : 298 num uvs2 : 0 num colors : 0 num indices : 204 processing begun of mesh: Lamp_Mesh_3 processing begun of baked material: Lamp_Mesh_3 Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap num positions : 581 num normals : 581 num uvs : 1162 num uvs2 : 0 num colors : 0 num indices : 684 processing begun of mesh: Glass_Window processing begun of baked material: Glass_Window Cycles baking texture, type: DIFFUSE_COLOR, mapped using: BakingUV num positions : 124 num normals : 124 num uvs : 248 num uvs2 : 0 num colors : 0 num indices : 144 WARNING: The following lamp not visible in scene thus ignored: Spot_Hall WARNING: The following lamp not visible in scene thus ignored: Area WARNING: The following lamp not visible in scene thus ignored: Lamp WARNING: The following lamp not visible in scene thus ignored: Spot_Bathroom ========= Writing of scene file started ========= ========= Writing of scene file completed ========= ========= end of processing ========= elapsed time: 0 min, 55.0042 secs Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted February 19, 2016 Share Posted February 19, 2016 Just looking at what you provided, texture directory: /**REMOVED**/ looks weird. Did you ever set this? I also see a lot of baking / cycles use. Baking in Blender is further out on the curve. You might do a combination of providing UV's for all textures and switching to Blender render over Cycles where you can. When Baking, if there was no UV, the exporter makes one with the name BakingUV, then deletes it. Making your own UV means less work at export time. You should also know that because a material was custom baked during export, it cannot be used across meshes. If you are using the same cycles material in multiple meshes, baking outside the exporter process & saving to a file, might yield smaller results. Finally, trying some spot exports with stuff deleted could yield more info on the cause. If no crash happened, then it could be the problem. Quote Link to comment Share on other sites More sharing options...
linkus Posted February 20, 2016 Author Share Posted February 20, 2016 14 hours ago, JCPalmer said: Just looking at what you provided, texture directory: /**REMOVED**/ looks weird. Did you ever set this? Yes, I removed the directory from the log file myself. what would be the correct workflow if I bake textures using cycles and want to export with the blender renderer? I mean, if I do as I did with the baking in cycles and then just switch to blender renderer and assign the textures, will it ignore everything that has to do with the cycles nodes and, in turn, pose less problems than exporting in cycles mode? Quote Link to comment Share on other sites More sharing options...
linkus Posted February 20, 2016 Author Share Posted February 20, 2016 I started trying to hide objects from my scene and got this error below: ========= An error was encountered ========= File "/Users/linkus/Library/Application Support/Blender/2.76/scripts/addons/io_export_babylon.py", line 329, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "/Users/linkus/Library/Application Support/Blender/2.76/scripts/addons/io_export_babylon.py", line 784, in __init__ bakedMat = BakedMaterial(exporter, object, recipe) File "/Users/linkus/Library/Application Support/Blender/2.76/scripts/addons/io_export_babylon.py", line 2100, in __init__ bpy.ops.object.mode_set(mode='EDIT') File "/Applications/blender.app/Contents/MacOS/../Resources/2.76/scripts/modules/bpy/ops.py", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) ERROR: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect It also crashed blender. What does that mean? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted February 20, 2016 Share Posted February 20, 2016 If there is a direct Blender render equivalent, you should definitely use it over cycles. If you want to do baking yourself, then save outside of export, you can then also use the Blender render (many videos which demo baking to texture). The Cycles exporter support is nice during dev cutting out steps, but doing lots of it in export once the material is how you want it slows things down & prohibits sharing. I believe any materials not assigned to a mesh do not get exported, so think you can keep the material using force. If you ever wanted to change it, you still have it. Just saw your error, do not know, how you are "hiding" mesh, but in order to bake you must switch to edit mode. Probably not allowed to do that. Will look if there is a fix next week. Another way to hide from export is to move mesh to another level, then pick "selected layers only" on the scene level exporter options. Ozeki 1 Quote Link to comment Share on other sites More sharing options...
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