LDR Importer Version 1.1 – The Working Quartet

LDR Importer v1.1 has been released! 😀

If you are thinking to yourself

What is this LDR Importer project le717 is announcing?

I can completely explain (naturally :P). This project was previously known as Blender 2.6 LDraw Importer. However, with the recent release of Blender 2.69, the incoming Blender 2.7 series, and in order to comply with the LDraw System of Tools bylaws, it has been renamed to LDR Importer. 🙂

It is amazing what four people can accomplish in roughly two months. Not long after version 1.0 (nicknamed Banbury Edition), a fellow by the name of Tribex surprised me by submitting a pull request to the project, and after a large contribution consisting of a much nicer UX for errors messages, he became a developer on the repo. Tribex also submitted a patch to store the path to your LDraw Parts Library automatically, which he and I further refined, in addition to other work.

In addition, rioforce also contributed to this release by supplying information for a new model optimization option and better actions for the standard optimization option, in addition to developing some material options so colors will render nicer (although they are not all present in this release), beautifying the import options, and suggesting/implementing small tweaks throughout.

Banbury is responsible for adding new materials in Blender Internal, single-handedly implemented experimental Cycles materials, fixed various bugs, has set up some milestones for the next release, and identified some major runtime issues with the script that will take even more work than this release to fix.

I have gone through and updated the script to conform to coding conventions in PEP 8 where possible, documenting the code, finishing up and greatly updating any Markdown and HTML documentation, working with Tribex on the aforementioned configuration file, creating a standard process for preparing a release, in short, I was everywhere.

Because of the hard and large work put into this release by everyone, I have nicknamed it The Working Quartet.

*pant* *pant* If you’ll excuse me, I need to get something to drink. Taking about all that work made me thirsty. 😛

Because logs like the one above can only say so much and because this was such a packed release, here is a list of the most notable changes from the December 2, 2013 release.

Notable Changes

  • Minimum Blender version is now 2.67
  • Support for Chrome, Pearlescent, Rubber, and Metal materials in Blender Internal
  • Added experimental support for Cycles materials
  • Fix crash when trying to import a non-existent brick
  • Detect render engine and use appropriate materials
  • Set each brick’s origin to geometry
  • Improved display of materials
  • Restricted files for importing to .ldr and .dat files, both internally and in file browser
  • Display non-programmer understandable error messages for the majority of all major error messages
  • “Make object color also be viewport color”
  • Automatically preserve LDraw Brick Library installation path using a configuration file, no more manual presets! (initial patch submitted by Tribex)
  • Improved standard model optimization and new game model optimization option (initial patch by rioforce)
  • Attempt to detect LDraw Part Library installation path in most common locations (Windows only, initial patch by le717)
  • Lots of bug fixes and improvements using our patent-pending* Bug Detector!
  • Improvements to development documentation and release packing

* Not really. 😛

If you already have version 1.0 or earlier, then 1.1 is a must-have update. If you are looking for a way to get you brick models into Blender for rendering it animation, why not take LDR Importer out for a spin? I think you will be satisfied. Plus, new contributors are welcome, so you can anyways help out with development. 🙂

You can get LDR Importer v1.1 from GitHub!
-le717

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4 thoughts on “LDR Importer Version 1.1 – The Working Quartet

      1. Oh… removing doubles. I thought you were using your own techniques. That kind of optimization isn’t really substantial… more of a quick reduction of some vertices. 😛

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