MPFB 2

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Re: MPFB 2

Postby joepal » Thu May 13, 2021 1:25 pm

Ok, it seems likely that it is as Aranuvir says: The problem is the filename encoding for JSON which Aranuvir fixed a while back.

Can you try running with the latest versions of the socket and mhapi plugins and see if the problem goes away? They are here: https://github.com/makehumancommunity/c ... ins-socket and here: https://github.com/makehumancommunity/c ... gins-mhapi
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Re: MPFB 2

Postby joepal » Thu May 13, 2021 1:51 pm

I've also implemented a potential fix on the MPFB side. But I'd need to set up a windows development environment to test it.
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Re: MPFB 2

Postby AssetDK » Thu May 13, 2021 2:53 pm

joepal wrote:I've also implemented a potential fix on the MPFB side. But I'd need to set up a windows development environment to test it.

If I can help you could send me the .py file(s), I do run this on Windows. ( email is assetdk-at-outlook.dk )

I tried to install the plugins, in the makehuman\V1py2\plugins directory...(also they do show up the plugin_log). Import materials are still not working.

However, there are two observations:

1. after starting blender: in MakeHuman there is a message on the "Community/Socket" fan:


Starting server thread.
Opening server socket...
Opened on host 127.0.0.1
Opened at port 12345

Waiting for connection.
Connected with 127.0.0.1:65046
Client says: '{
"function": "getUserDir",
"error": "",
"params": {

},
"data": null
}
'
About to serialize JSON. This might take some time.
Waiting for connection.


2. The debug log looks like this:

Debug client attached.
WARNING: Could not register preferences class. Maybe it was registered by an earlier version of MPFB?
[INFO ] mpfb.init ..............................: Socket service says makeHuman user dir is at C:\Users\asset\Documents\makehuman\v1py3
[INFO ] mpfb.init ..............................: MPFB initialization has finished.
Progress: 0.00%
( 0.0000 sec | 0.0000 sec) Importing OBJ 'C:\\Users\\asset\\AppData\\Roaming\\Blender Foundation\\Blender\\2.92\\scripts\\addons\\mpfb\\data\\3dobjs\\base.obj'...
Progress: 0.00%
( 0.0045 sec | 0.0000 sec) Parsing OBJ file...
Progress: 0.00%
WARNING, skipping malformatted line: #
WARNING, skipping malformatted line: #
WARNING, skipping malformatted line: #
WARNING, skipping malformatted line: #
WARNING, skipping malformatted line: #
WARNING, skipping malformatted line: #
( 0.5532 sec | 0.5474 sec) Done, loading materials and images...
Progress: 33.33%
( 0.5615 sec | 0.5557 sec) Done, building geometries (verts:19158 faces:18486 materials: 1 smoothgroups:0) ...
Progress: 66.67%
( 1.5316 sec | 1.5258 sec) Done.
Progress: 66.67%
Progress: 100.00%
( 1.5376 sec | 1.5331 sec) Finished importing: 'C:\\Users\\asset\\AppData\\Roaming\\Blender Foundation\\Blender\\2.92\\scripts\\addons\\mpfb\\data\\3dobjs\\base.obj'
Progress: 100.00%
Progress: 100.00%

[DEBUG] material.makeskinmaterial ..............: bumpMapTexture is not set in mhmat
[DEBUG] material.makeskinmaterial ..............: diffuseTexture is set in mhmat
[DEBUG] material.makeskinmaterial ..............: displacementMapTexture is not set in mhmat
[DEBUG] material.makeskinmaterial ..............: metallicMapTexture is not set in mhmat
[DEBUG] material.makeskinmaterial ..............: normalMapTexture is not set in mhmat
[DEBUG] material.makeskinmaterial ..............: roughnessMapTexture is not set in mhmat
[DEBUG] material.makeskinmaterial ..............: transmissionMapTexture is not set in mhmat
[DUMP ] material.makeskinmaterial ..............: template_values
{ 'bump_or_normal': 'false',
'bumpmap_filename': '""',
'diffuse_filename': '"C:\\Users\\asset\\Documents\\makehuman\\v1py3\\data\\skins\\Light_Skin_Male_Freckles/young_lightskinned_male_diffuse_Freckles.png"',
'displacementmap_filename': '""',
'has_bumpmap': 'false',
'has_diffuse': 'true',
'has_displacementmap': 'false',
'has_metallicmap': 'false',
'has_normalmap': 'false',
'has_roughnessmap': 'false',
'has_transmissionmap': 'false',
'metallicmap_filename': '""',
'normalmap_filename': '""',
'roughnessmap_filename': '""',
'transmissionmap_filename': '""'}
fake_module: addon missing 'bl_info' gives bad performance!: 'C:\\Users\\asset\\AppData\\Roaming\\Blender Foundation\\Blender\\2.92\\scripts\\addons\\9_export_mhx2\\__init__.py'
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Re: MPFB 2

Postby joepal » Thu May 13, 2021 3:49 pm

It's hard to debug without being able to play around with it. I hope to be able to get some time to spin up a windows workstation this weekend and take a closer look at it.
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Re: MPFB 2

Postby joepal » Fri May 14, 2021 8:05 am

Running official MakeHuman 1.2.0 (ie without Aranuvir's fix) together with the latest mpfb2 master (ie with https://github.com/makehumancommunity/m ... 8690e8af5a included) on windows 10, I can't replicate the error above.

Do you still have the problem when running with the latest master of mpfb2?

In either which way, I'll try to wrap the handling in a try/catch block so we can save proper debug info if and when it happens again.
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Re: MPFB 2

Postby joepal » Fri May 14, 2021 8:31 am

I've now pushed https://github.com/makehumancommunity/m ... dba4bb88c6 to master. This way we should be able to see exactly what happens.

If the problem persists when running the latest code, can you try again and send me the material.makeskin log?
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Re: MPFB 2

Postby AssetDK » Fri May 14, 2021 10:25 am

joepal wrote:I've now pushed https://github.com/makehumancommunity/m ... dba4bb88c6 to master. This way we should be able to see exactly what happens.

If the problem persists when running the latest code, can you try again and send me the material.makeskin log?

Thanks I did try to install the latest version of MakeHuman and the addon.. and still got the problem. But I can auto detect and load the skin from there and there is no problems with that. It seems odd as I assume that "load skin" would be the exact same code that will handle the "import material". ( If I had time I would be able to debug this, but I get interrupted all the time... :roll: )

I solved the OPENGL32.dll issue, that was caused by a too old version of the dll. I will post a bit more about this in the wiki/help, and add a link here afterwards.


Things work fine with the same skin, but then when I go to 'view port shading' this happens:

Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x0000000065D1C606
Module : OPENGL32.dll
Thread : 00003f8c
Writing: C:\Users\asset\AppData\Local\Temp\blender.crash.txt
The terminal process "d:\Blender\stable\blender-2.92.0-windows64\blender.exe '--python', 'c:\Users\asset\.vscode\extensions\jacqueslucke.blender-development-0.0.15\pythonFiles\launch.py'" terminated with exit code: 11.

It looks like there could be something basically "wrong" with my setup? This happen also when I load materials, and I ran the entire process in 'view port shading' mode.
I will go down different roads and see how far I can get without 'view port shading', load materials etc.



Also - I will still try to download what you just posted and report it back to you...
Last edited by AssetDK on Fri May 14, 2021 12:57 pm, edited 1 time in total.
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Re: MPFB 2

Postby AssetDK » Fri May 14, 2021 12:32 pm

joepal wrote:I've now pushed https://github.com/makehumancommunity/m ... dba4bb88c6 to master. This way we should be able to see exactly what happens.

If the problem persists when running the latest code, can you try again and send me the material.makeskin log?


Thanks for the patience - now it's working, this is the fix that made it:

self._settings[key] = str(self._settings[key]).replace("\\\\", "/")
self._settings[key] = str(self._settings[key]).replace("\\", "/")


I primitively tried to comment it out when it seemed to work, so I knew exactly what was the operative part. This even solves the 'Viewport shading' issue. 8-)
[Removed comments about the shader/opengl32 - see post above. ]
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Re: MPFB 2

Postby AssetDK » Sat May 15, 2021 2:46 pm

joepal wrote:...


... just a little bonus for those of you that may use Unreal - check this out and be sure to download the linked file https://www.youtube.com/watch?v=JB7rhrw2QFk - also check the Epic store for 5.6 GB of free construction "gear". Willem Buiting is helping out the guys that make the Procedural City Generator. 8-)
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Re: MPFB 2

Postby MTKnife » Sun May 16, 2021 3:43 pm

joepal wrote:It's hard to debug without being able to play around with it. I hope to be able to get some time to spin up a windows workstation this weekend and take a closer look at it.


Have you tried just using a Windows Docker container?
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