Blender Addon - Blenderer

I think I tracked down this issue.

The Kuka Controller has a smart Pendant. That HMI uses an assigned material that uses an umlaut. If you rename this character you wont get this error.

Caveat to this you need the modeling tab in order to do this.

seems like the Blender Python app can not support this character : ä

File “file:///C:\Users\User\Documents\Visual Components\4.9\My Commands\Python 2\Blenderer_2_3_0__2023_09_14\Blenderer.py::cmdBlenderer2”, line 829, in CallStill
File “file:///C:\Users\User\Documents\Visual Components\4.9\My Commands\Python 2\Blenderer_2_3_0__2023_09_14\Blenderer.py::cmdBlenderer2”, line 647, in exportGeo
File “C:\Users\User\Documents\Visual Components\4.9\My Commands\Python 2\Blenderer_2_3_0__2023_09_14\export_from_vc.py”, line 222, in export_obj
texturefilename = “file:///” + os.path.dirname(filename) +‘\’+ tname
UnicodeDecodeError: ‘utf8’ codec can’t decode byte 0xc3 in position 28: invalid continuation byte

I have applied camera animation to the layout and it’s feasible to render images from different perspectives. However, when it comes to video rendering, there’s no response. Moreover, when I open it in Blender, no model appears and it directly shows an empty new layout.

Hey,

so I noticed that the QUality Check Camera and the Asy Cube Camera light work with rendering with Blender. They are created as links.

With Cameras and Laser the light rendering doesn’t work. It’s done with the switch statement of the Geometry.

Does anyone know how to do the light cubes like in the quality inspection? Is there a video for it?

Below the videos for comparison.


@emeritus hello everyone!
I have been using VC to export to Blender for rendering recently and have encountered a headache. Every time I export to Blender, there are frames at different positions with joint misalignment? How should we solve this problem (as shown in the picture below)? I am using Blender 3.6.20LTS

Hi @mschamp, I fixed this by giving every product a unique name: “Box1”, “Box2”,…

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@luhan, I think your recording framerate in Visual Components does not match the timeline framerate in Blender. Also you need to have the right rec step set in Blenderer. So if you want to have a 30fps video Blenderer needs to be set to 30fps and 0.33 rec step(1/fps). If you did that maybe you changed the simulation speed factor while it was recording your animation. If these do not match Blender has to interpolate the movement but does not know if your axis is +180 or -180 so it flips.

@keke @Exetic Hello, thank you very much for your reply. I have checked the recording rate and timeline rate, and they are both default (25 frames per second, 0.04s). I did not make any modifications, and I have also tried exporting the VC scene to Blender multiple times. I found that the timing of each occurrence of this problem is different

Or just remove the thing with modeling from the teach pendant

@emeritus @captain_feature @idkfa Blender 3.6 LTS has stopped maintenance. Is there a plan to update the plugin to Blender 4.2 LTS or 4.5? Synchronize problem-solving and optimize performance?

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Hey friends, how do you record long videos when using this plugin?

I’m a bit puzzled. Recordings under 2 minutes work perfectly, but when attempting 30-minute sessions, some truly bizarre issues emerge - the product in the video randomly resizes, or drifts unpredictably, or even spins in place. These anomalies occur without pattern, and I can’t determine if it’s a settings issue or something more fundamental.

My computer: CPU i7-14700KF, GPU RTX 4090D, RAM 128GB, SSD 2TB.

Software: VC 4.10 Premium, Blender 3.6.2.

I have a question: I’m unable to use the Blenderer add-on successfully at all. When triggered, a command-line window appears, and seems to throw a series of errors, but the window then closes before it’s possible to read any of the error messages. Is there any way to get the window to stay open to collect troubleshooting data? Or, alternatively, to access any logs the add-in generates?

Note: when I have the “open in Blender” box checked, Blender opens, but to an empty project. So my pointer to the Blender executable appears to be correct, at least.

Do you have some non-ascii characters in your paths? Eg in your username or project file? Those cause different kind of problems with Blenderer, since Python2 and UTF-8 kind of hard combination..

No, no non-ascii characters. There are some spaces. And I’m in Windows 10 (still migrating to 11), so there’s the whole “/” vs “\” issue with paths that can crop up, but I would assume that VC and Blenderer are using the python os.path or equivalent to handle that.

The generation log is located in the root directory of the plugin. Also note that empty items may appear when the component or feature color has a garbled name, an overly long name, or simply a color that can’t be imported into blender properly.
Of course there is also the plugin in the forum only support 3.x version, blender in 4.x version updated the new import method, so in the plugin with 4.x version of blender use, will be empty scene, you can modify the code to import blender API to adapt to the old and new version of blender by yourself.

Hm… there don’t seem to be any logs at all. Blenderer appears to have been installed in my ~/Documents/Visual Components/4.8/My Commands/ directory. But there’s nothing resembling a log file under that directory tree. Just some Python files, a README, and two subdirectories with lighting and texture presets.

My apologies, I reconfirmed, as I told you before, I made some changes to adapt to blender 4.X, including the debug output log, I re-looked at the original program, and in the original program, there is no use of the log, only some necessary error reporting output.
In any case, you can start by referring to the possibilities I mentioned before and try to see what the problem is.