chiragraman / mesh-tension Goto Github PK
View Code? Open in Web Editor NEWBlender 3D add-on for computing tension maps
License: MIT License
Blender 3D add-on for computing tension maps
License: MIT License
First I would like to thank you for such a wonderful plugin, I really appreciate it! ❤️ 💯
I have a character with a wrinkle displacement map driven by the tension_compress
vertex group and animated with shape keys.
I have also set up the normal map driven by the vertex color tension map.
I want it to deform the character with realistic wrinkles when the mesh is compressed.
When I'm in blender and I manually jump from one frame to another, I can see the displacement and normal update with the displacement in the compressed parts. I can also see the vertex color update when I jump manually from frame to frame. But when I render the animation, the vertex color and the vertex groups stop updating and the displacement in the compressed parts doesn't show.
always update
tension map
tension_compress
vertex grouptension_map
vertex color in the shader as a normal maptension_map
vertex color as the shader's color to see if it updates or notwindows 11
blender 4.1
v1.5.6
I noticed this version also seems very unstable. I was trying to render an animation and it keeps crashing after say 3;6 frames.
I have "alwys_update" checked, perhaps this is causing it. I see its being called pre and post frame. If also tested with always_update unchecked, but still crashes within 2-3 frames of being rendered
PS why is there a scene check_always_update, when there is nothing in that panel?
EDIT > found it, it checks for lock_interface but doesnt show anything else.
Attached crash report. I dont understand much here, but it keeps showing the "frame_change_post" function as last item
Flag225x150_bl280-bl402-win.crash.txt
steps to reproduce
Tenshion Maps
checkboxes checked, and have Lock Interface
uncheckedLock Interface
abbreviated console log
Traceback (most recent call last):
File "mesh_tension.py", line 648, in frame_change_pre
handle_common_pre(scene)
File "mesh_tension.py", line 613, in handle_common_pre
refresh_scene_tension_objects(scene)
File "mesh_tension.py", line 271, in refresh_scene_tension_objects
clear_pristine_meshes()
File "mesh_tension.py", line 205, in clear_pristine_meshes
for bm in pristine_meshes.values():
RecursionError: maximum recursion depth exceeded while calling a Python object
Fatal Python error: _Py_CheckRecursiveCall: Cannot recover from stack overflow.
Python runtime state: initialized
I’m using this addon on 3.1 stable and it seems to do ok. Red and green shows up and can be used in geometry nodes to spawn points on a cloth but for some reason at frame one it’s not resetting to 0 weight. It’s keeping it coloured up green or red in a cloudy texture. Maybe how I’m using it as I am using it as an active Boolean to delete verts. Just wondered if it’s a noticed thing? I’m going to try timings trigger it frame 2 so frame 1 is no bool
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