Blender 2.8, Lights and Collections...?

Sometime ago I asked about lighting only meshes in Collections that lights have been assigned to. I was using Blender 2.82 the other day and I noticed their is a checkbox to assign a light to “This Collection Only”, but it it seems to produce an error if I try to use it. From the log file :

Exporter version: 6.3.0, Blender version: 2.82 (sub 7)

processing begun of light (POINT): Point
========= An error was encountered =========
File “C:\Users\Peter\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\babylon_js\”, line 143, in execute
bulb = Light(object, self, self.settings.usePBRMaterials)
File “C:\Users\Peter\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\babylon_js\”, line 80, in init
if mesh.collectionName == lightCollection:
ERROR: ‘Node’ object has no attribute ‘collectionName’
========= end of processing =========

Makes no difference if the export is with Standard or PBR materials

@JCPalmer : Any thoughts Jeff?

cheers, gryff :slight_smile:

Are there any empties in your scene? If so, could you rip them for testing purposes? If it then works, I just need to add a line to not test empties, which get exported as geometry-less meshes (in the exporter they are called Nodes)


@JCPalmer : Good spot - yes indeed there are Jeff. I wondered about that last night. Will remove them and see what happens.

cheers, gryff :slight_smile:

@JCPalmer : Empties removed and it works, Jeff :smile:

I knew it had to be something I had done, as your exporter works well.

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Ok, It will be a few days before the patch comes out.

NP Jeff :smile:

cheers, gryff :slight_smile:

Ok, this is complete & published as 6.3.1. Only a one line edit & a comment, but was in the middle of a major upgrade to allow multiple independent animation queues to the SAME skeleton. Can now generate / queue animation for different limbs independently. Took almost a month to setup across Blender & JS, and was not going to stop for anything till done.

Can now generate unlimited amounts of animation for about 135 bytes per 3 bone pose exported. I am going need about 200 poses, so 27KB total. This is going to look awesome, especially since each of the animations does not have to proceed linearly. Each can be executed as if a BJS easing (Circle, Cubic, Elastic, Exponential, Power, Quadratic, Quartic, Quintic, Sine, & Linear). I call them paces, but I stole the code


@JCPalmer : TY Jeff :slight_smile: As I said above, I have no problem with waiting. I know you are a busy guy - always trying to improve the exporter.

It must be tough trying to keep up with all the flow of Blender 2.8x stuff. Yesterday I watched a video about the developments of the Blender Game Engine which was dropped from Blender with the advent of Blender 2.80. Now it may be coming back!

Anyway, you always have my trust and confidence, and hopefully, one day there will be a demo of all these new animation tricks :slight_smile:

Keep up the good work …

cheers, gryff :slight_smile:

If by demo, you mean product, I hope so too. I am pursuing a very integrated development workflow. This allows for just shipping all the parts, which is very finite, and actually performing the animation in real time in the end environment.

Well, almost real time. I employ animation queues, so the logic to sequence things is both separate and all before the actual performance. During performance, it is just a rapid fire of one animation after another, each of which tend to be very small in this method.

This is as opposed to the modeler making the geometry / materials / animation, then shipping it off via export to the programmer who displays it and regurgitates the animation. It is more powerful than this, far more compact, but integration is very all or nothing.

As I work in both roles, I have shifted where stuff occurs more than once. Not important to me, because I care nothing concerning backward compatibility.

On another note Blender 2.82a just came out today.

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