Sorry Undo is Ctrl Z and here are the screenshots: https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-09-07%20um%2010.00.44.png
https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-09-07%20um%2010.00.27.png Am 07.09.12 10:35 schrieb Benjamin Dahl - p...@bennyd.de: > > Ok, I can confirm that the issue seems to be about this „Object usage > counter“. > Going to the Datablocks-View in the outliner the user-counter for every > mesh is 0 but is 1 for the parent objects/empties. (see screenshots:) > > I can't set this counter to 1 manually but use the “fake user” button. > When I use this for specific meshes or objects it saves exactly those > meshes. But it would be a bit tedious to do this for every mesh. > > So I found a little workaround for the moment to set every counter to 1 > with one action. > > 1. import fbx-file > 2. Deselect active Selection of imported objects > 3. Select everything (A) > 4. Use one of the Transform Tools of the Object Tools and perform any > translation. > 5. Undo the Translation (Ctrl U) > > The Object counter is increased to 1 for the meshes and I can save the > file or start editing it. > > cheers > > Benny > > > > >> Christian Monfort <monfort.c at gmail.com> : >> It makes me think of "Object usage counter" (don't remember the exact >> name, but it's field "us" in struct ID) not being incremented. >> >> Each time an object is used in Blender, its counter is incremented >> (and decremented when it's dereferenced). >> >> For example, if you assigne material1 to a mesh, then material1 >> counter is incremented, then if you replace material1 with material2 >> in same mesh, material2 counter will be incremented while material1 >> counter will be decremented... >> >> Each object with a counter reaching zero IS NOT SAVED when you save >> the .blend file, but it's still there in running Blender. If you >> reload the file you just saved, then all those objects are gone >> because they were not saved.. and that's why there is "fake user" >> buttons, to manually set this counter to 1 and be sure object will be >> saved. >> >> >> 2012/9/4 Alexander Gessler <alexander.gessler at gmx.net>: >>> Hi Benjamin, bf-committers, soc-2012-dev >>> >>> sorry for the late response, I was off and busy for some days. >>> >>> I can confirm the issue - this is something really serious. In my tests >>> it didn't even work when I re-opened Blender for the first-time. >>> >>> Does anybody have an idea of what my assimp importing code might be >>> doing wrong when the following sequence: >>> >>> * import file into an empty blender scene - ok, geometry is there >>> * save .blend - ok, file is saved >>> * open the same blend >>> >>> yields lots of "Object <name> lost data" messages in the console? >>> >>> there's also a message on " search for unknown op >>> 'CONSOLE_OT_copy_as_script'" but it does not seem to be related since it >>> also appears if I save and load the default scene. >>> >>> I'm really puzzled and I don't know enough of Blender to have an idea of >>> what might be going wrong here. Any ideas? >>> >>> Bye, Alex >>> >>> >>> On 8/31/2012 10:44 PM, Benjamin Dahl - post at bennyd.de wrote: >>>> Strange. I tried to test a workflow like the following and blender >>>> imported the fbx perfectly and saved the file with all data which I can >>>> reopen now. But! It only worked in the first run. When I try it now >>>> exactly the same way again blender loses all the data when reopening the >>>> file. >>>> >>>> The workflow: >>>> Exported a C4D file from archicad, opened that file in Cinema4D, >>>> exported from there to fbx and imported that file into blender. Import >>>> works nice. >>>> 1st run: could save the file and reopen >>>> 2nd+x run: loss of all data when reopening. >>>> >>>> Relevant files here: >>>> https://dl.dropbox.com/u/1944337/Betatest/TestArchicadC4DBlender.zip >>>> >>>> cheers >>>> Benny >>>> >>>> BTW: assimp does not load the ifc file, I exported from archicad. I get >>>> errors. Another ifc-plugin from http://ifcopenshell.org/ifcblender.html >>>> will import the file but hierarchy is missing so it's useless. Would be >>>> nice if assimp would load the ifc as well as preserve hierarchy and >>>> translate materials. >>>> >>>> >>>> Am 31.08.12 15:41 schrieb Benjamin Dahl - post at bennyd.de: >>>>> Hello Alex, >>>>> >>>>> I'm very happy to announce that I was able to build blender gsoc 2012 >>>>> bratwurst with fbx-import on mac today. I had to switch my build >>>>> environment to clang as the used compiler. >>>>> >>>>> I than began to test the fbx-importer immediately. >>>>> First: The import of my test-fbx-file worked as expected allthough I'm >>>>> still missing the feature of changing orientation to y-up, in order to >>>>> get files from cinema 4d into blender right. The materials from cinema >>>>> 4d haven't been translated right as well, but that's not so much >>>>> important at the moment. >>>>> >>>>> After trying to save and reopen the file, I experienced, that all >>>>> Objects, which were previously importet, were lost. >>>>> >>>>> I importet everything again to a new file and played around with import >>>>> options and moved the imported objects around and then tried to save >>>>> again, but the objects were gone, when I reopend the file again. >>>>> >>>>> I then played around some more and suddenly I could save one file, which >>>>> I was able to reopen with all objects. Strangely I haven't been able to >>>>> reproduce that in any case. Everytime when I import stuff from fbx-files >>>>> (I tried several) and save the file with blender, it loses all data >>>>> after reopening. >>>>> >>>>> Some weeks ago you send me a blend-file which you created from my test >>>>> fbx-file. When I open that file, there are no objects, too. First I >>>>> thought, it had to do with different versions of blender, but today I >>>>> realized it must have to do with something else. >>>>> >>>>> I put you all my relevant files and logs here: >>>>> http://dl.dropbox.com/u/1944337/Betatest/blenderemptyfile.zip >>>>> >>>>> maybe, you are able to find the bug. >>>>> >>>>> cheers >>>>> >>>>> benny >>>>> >>>>> >>>>> >>>>> Am 11.08.12 14:29 schrieb Alexander Gessler: >>>>>> Sure, >>>>>> >>>>>> http://www.greentoken.de/privat/benny_fbx_import.blend >>>>>> >>>>>> I hope it can be opened by a regular, non bratwurst blender. >>>>>> >>>>>> Bye, Alex >>>>>> >>>>>> On 8/11/2012 7:35 AM, Benjamin Dahl - post at bennyd.de wrote: >>>>>>> Hey Alex, >>>>>>> >>>>>>> this looks closely to what I saw in Cinema 4D and was going to expect >>>>>>> from the fbx-import so far. Thanks for that. >>>>>>> I'm going on vacation for a week today and will try this after coming >>>>>>> back. >>>>>>> >>>>>>> btw. can you send me the .blend file? >>>>>>> >>>>>>> Cheers >>>>>>> >>>>>>> Benny >>>>>>> >>>>>>> >>>>>>> >>>>>>> Am 11.08.12 05:26 schrieb Alexander Gessler: >>>>>>>> Hi again, >>>>>>>> >>>>>>>> I fixed the first issue - negative material indices are now resolved to >>>>>>>> the default material. >>>>>>>> >>>>>>>> What I get is this: >>>>>>>> >>>>>>>> http://www.greentoken.de/privat/fbx2.png >>>>>>>> >>>>>>>> Does that look right? I'm asking because I can't get Autodesk FBX >>>>>>>> Converter to show something meaningful for this scene. >>>>>>>> >>>>>>>> The geometry is a bit strange, but not so strange that I would be sure >>>>>>>> that it was not intended as such. >>>>>>>> >>>>>>>> Would be great if you could spare the time for another try! (you will >>>>>>>> need to svn update on bratwurst and rebuild) >>>>>>>> >>>>>>>> Bye, Alex >>>>>>>> >>>>>>>> On 8/10/2012 4:19 PM, Alexander Gessler wrote: >>>>>>>>> Hi Benny, >>>>>>>>> >>>>>>>>> thanks for posting the file. >>>>>>>>> >>>>>>>>> I can confirm its an issue with the importer. >>>>>>>>> >>>>>>>>> The file specifies negative material indices (which I didn't see >>>>>>>>> before in any fbx file I've encountered so far). >>>>>>>>> >>>>>>>>> The message assimp dies with is: >>>>>>>>> >>>>>>>>> "FBX-DOM: encountered negative integer index" (+ line, column number) >>>>>>>>> >>>>>>>>> Running on Windows, I do actually see that error message show up in >>>>>>>>> Blender, too - strange. Are you sure it doesn't show up? Maybe you can >>>>>>>>> grep for the exact text? >>>>>>>>> >>>>>>>>> Will fix the issue. >>>>>>>>> >>>>>>>>>> And still no debug output. Can you imagine how frustrating this >>>>>>>>>> is? >>>>>>>>> >>>>>>>>> Sure - but this is WIP, not a feature for productive use yet :-/ You >>>>>>>>> will need to give it some months to become mature. >>>>>>>>> >>>>>>>>> Bye, Alex >>>>>>>>> >>>>>>>>> >>>>>>>>> On 8/10/2012 3:35 PM, Benjamin Dahl - post at bennyd.de wrote: >>>>>>>>>> Hi Alex, >>>>>>>>>> >>>>>>>>>> yes I'm quite sure I build with fbx and assimp support since it >>>>>>>>>> shows up in the menu (see screenshot) >>>>>>>>>> https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-08-10%20um%2015.03.12.png >>>>>>>>>> >>>>>>>>>> and I doublechecked it before building. This is the part from my >>>>>>>>>> scons user-config.py >>>>>>>>>> >>>>>>>>>> # note: WITH_BF_FBX==True needs WITH_BF_ASSIMP to be enabled as >>>>>>>>>> well WITH_BF_ASSIMP = True WITH_BF_FBX = True >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> … and I also checked, if it works with fbx files previously >>>>>>>>>> converted to 2013 ascii format. It doesn't. >>>>>>>>>> https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-08-10%20um%2015.18.16.png >>>>>>>>>> >>>>>>>>>> And still no debug output. Can you imagine how frustrating this >>>>>>>>>> is? >>>>>>>>>> >>>>>>>>>> Can you check, if this is an issue with my file? >>>>>>>>>> https://dl.dropbox.com/u/1944337/Betatest/Raum_1_Final_benny1_2013ascii.fbx >>>>>>>>>> >>>>>>>>>> The fbx-file is rather simple and for testing purpose only so far. >>>>>>>>>> In the Future I have to work together with someone who is using >>>>>>>>>> cinema4d for architecture visualizations and we have bad >>>>>>>>>> experiences with the collada exchange between cinema4d and >>>>>>>>>> blender. So we're hoping the fbx-bridge will do it better then. >>>>>>>>>> >>>>>>>>>> bye Benny >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> Am 10.08.12 12:52 schrieb Alexander Gessler: >>>>>>>>>>> Hi Benny, >>>>>>>>>>> >>>>>>>>>>> you need to convert all your fbx files to 2013 _text_ (ascii) >>>>>>>>>>> format first (using FBX Converter!). >>>>>>>>>>> >>>>>>>>>>> Are you sure you have built with WITH_ASSIMP and WITH_FBX? >>>>>>>>>>> >>>>>>>>>>> Normally you should get a whole bunch of logging errors because >>>>>>>>>>> I'm basically piping assimp's entire logging into Blender. >>>>>>>>>>> >>>>>>>>>>> Hope that helps. >>>>>>>>>>> >>>>>>>>>>> Bye, Alex >>>>>>>>>>> >>>>>>>>>>> On 8/10/2012 12:52 PM, Benjamin Dahl - post at bennyd.de wrote: >>>>>>>>>>>> Hello, >>>>>>>>>>>> >>>>>>>>>>>> After getting the blender bratwurst build with fbx import to >>>>>>>>>>>> run on my ubuntu machine yesterday, I was so happy because I >>>>>>>>>>>> thought, I can start to test the importer now. Apperently this >>>>>>>>>>>> has been a delusion. Trying to import either my own fbx files >>>>>>>>>>>> or the samples from the autodesk fbx-converter didn't work at >>>>>>>>>>>> all. Nothing was imported and as a result I had this error in >>>>>>>>>>>> the »info window« in blender: >>>>>>>>>>>> >>>>>>>>>>>> »Errors found during importing. Please see console for error >>>>>>>>>>>> log.« >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> Since I launched blender from command line, I thought errors >>>>>>>>>>>> must be found there. But they aren't. >>>>>>>>>>>> >>>>>>>>>>>> So I compiled the whole thing again now with the BF_Debug >>>>>>>>>>>> option enabled, but no error log appears when trying to import >>>>>>>>>>>> fbx-files. >>>>>>>>>>>> >>>>>>>>>>>> Then I started blender again with gdb ./blender but even there >>>>>>>>>>>> are no more error messages. >>>>>>>>>>>> >>>>>>>>>>>> Last thing I tried, was starting blender from command line with >>>>>>>>>>>> --debug-all option but I got so many messages that I tried to >>>>>>>>>>>> filter that with grep or wrote them into a error.log file like >>>>>>>>>>>> this >>>>>>>>>>>> >>>>>>>>>>>> ./blender --debug-all | grep fbx ./blender --debug-all > >>>>>>>>>>>> error.log >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> No Output there. >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> It's completely frustrating, that I managed to compile the >>>>>>>>>>>> whole stuff and testing fails at the early beginning now, >>>>>>>>>>>> because nothing is imported >>>>>>>>>>>> >>>>>>>>>>>> Every help is appreciated. There's nothing more I'd love to >>>>>>>>>>>> have than a blender binary build with fbx-import enabled. >>>>>>>>>>>> >>>>>>>>>>>> cheers >>>>>>>>>>>> >>>>>>>>>>>> Benny >>>>>>>>>>>> >>>>>>>>>>>> -- Dipl.-Des. Benjamin Dahl Finowstraße 9 10247 Berlin Germany >>>>>>>>>>>> >>>>>>>>>>>> Phone: +49 (30) 83217244 (Berlin) Mobile: +49 (176) 21300553 >>>>>>>>>>>> >>>>>>>>>>>> Email: post at bennyd.de Web: http://www.bennyd.de/ >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> _______________________________________________ Soc-2012-dev >>>>>>>>>>>> mailing list Soc-2012-dev at blender.org >>>>>>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2012-dev >>>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> _______________________________________________ Soc-2012-dev >>>>>>>>>> mailing list Soc-2012-dev at blender.org >>>>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2012-dev >>>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> Soc-2012-dev mailing list >>>>>>>>> Soc-2012-dev at blender.org >>>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2012-dev >>>>>>>>> >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> Soc-2012-dev mailing list >>>>>>>> Soc-2012-dev at blender.org >>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2012-dev >>>>>>>> >>>>>>> >>>>>> >>>>> >>>>> >>>> >>> >>> _______________________________________________ >>> Bf-committers mailing list >>> Bf-committers at blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers -- Dipl.-Des. Benjamin Dahl Finowstraße 9 10247 Berlin Germany Phone: +49 (30) 83217244 (Berlin) +49 (3643) 251130 (Weimar) Mobile: +49 (176) 21300553 Email: p...@bennyd.de Web: http://www.bennyd.de/ _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers