i downloaded the latest (0.6 alpha 0) version from itch.io
and did some preliminary tests with some of the armory example scenes
they might prove usefull in debuging the next version :
desktop: hangs when clicked
Uncaught exception:
while(this.matsFast.length < this.skeletonBones.length) {
^
TypeError
at setMats (krom.js:11873:9)
at setActionBlend (krom.js:11936:3)
at play (krom.js:11954:5)
at update (krom.js:1890:5)
at iron_App.update (krom.js:5782:3)
at Anonymous function (krom.js:24850:3)
at kha_Scheduler.executeTimeTasks (krom.js:24734:4)
at kha_Scheduler.executeFrame (krom.js:24686:3)
at kha_SystemImpl.renderCallback (krom.js:25439:2)
dekstop(krom):
Armory v0.6 ($Id: ebccb44905d7131d996bc0d21e7836e6d91df402 $)
OS: win, Target: krom, GAPI: direct3d11, Blender: 2.80 (sub 39)
Exporting Scene
Traceback (most recent call last):
File âD:/Armory_06a0/armsdk//armory/blender\arm\props_ui.pyâ, line 444, in execute
make.play(is_viewport=False)
File âD:/Armory_06a0/armsdk//armory/blender\arm\make.pyâ, line 408, in play
build(target=runtime_to_target(is_viewport), is_play=True, is_viewport=is_viewport)
File âD:/Armory_06a0/armsdk//armory/blender\arm\make.pyâ, line 357, in build
export_data(fp, sdk_path)
File âD:/Armory_06a0/armsdk//armory/blender\arm\make.pyâ, line 108, in export_data
exporter.execute(bpy.context, asset_path, scene=scene)
File âD:/Armory_06a0/armsdk//armory/blender\arm\exporter.pyâ, line 2065, in execute
self.export_object(bo, self.scene)
File âD:/Armory_06a0/armsdk//armory/blender\arm\exporter.pyâ, line 984, in export_object
self.post_export_object(bobject, o, type)
File âD:/Armory_06a0/armsdk//armory/blender\arm\exporter.pyâ, line 2431, in post_export_object
self.add_softbody_mod(o, bobject, m, 0) # SoftShape.Cloth
File âD:/Armory_06a0/armsdk//armory/blender\arm\exporter.pyâ, line 2599, in add_softbody_mod
if soft_type == 0 and soft_mod.settings.use_pin_cloth:
AttributeError: âClothSettingsâ object has no attribute âuse_pin_clothâ
location: :-1
location: :-1
physics_raycast
desktop(krom): does not print anything
script_genmesh
dekstop(krom): build failed
game_bowling/bowling
desktop: blender crashes when i press âplayâ (krom/browser)
Armory strives to match (as much as is possible for a realtime engine)
the materials used when lighting with Cycles.
but other than it has its own realtime render engine that does NOT
rely on Cycle or Eevee in any way.
The material definitions could be any format or any concept or any system, this could be some external program to create the materials, but the real time renderer uses common shaders, the real time graphics and render is shaders and has nothing to do with Blender cycles or Eevee.
I think some users like @Aqua misunderstand what Armory is.
It does so for me. I simply do not understand why.
WHEN i PLAY on Eevee it crashes or gives an error but runs fine on cycles.
I think it is something about my laptop(Not much good performance).
Sorry if I caused some misunderstandings.
What do you mean by play in eevee? turning on rendering in Eevee or pressing play button while in eevee renderer? Switching between eevee and cycles and playing has nothing to do with armory as it is not connected in any sort of way, so it look like it is blender 2.8 bug
you might want to read my answer more carefully.
i never said it uses the material definitions (that is not even technically possible),
i said that it tries to match their appearance so that the realtime result looks as close as is technically possible to the offline rendered image in Cycles (@lubos used to showcase comparisons of Armorys render output with Cycles from version 0.1 even) .
@Aqua this might be a problem with your graphics card driver, blender or a yierd conflict with armory(?), or all of the above.
remember that both Blender and Armory are still in development so bugs may arise.
try to download a version of blender without armory and test your scene there,
or to another computer in order to better understand what may be the cause of this.
When modifications are made to logic nodes, when compile and run they are not taken account. Must clean project to have modifications.
Should clean be automatic ?
Rendering seems slow, without global illumination, a simple flat colors scene seems to be slower than on 2.79.
It shouldnât be necessary to clean the project to update the nodes. That might be fixed with the latest version. I saw that that there was a commit titled ânew cacheâ or something like that, that is probably related. You might be able to fix the problem just by disabling the cache ( the âCache Buildâ checkbox ) :
1)The particle example with smoke, doesnât work, Armory displays a mesh and no particles.
2)There is an issue with global rendering.
Render is too dark with very bright directional light, using âfilmic 2â post process makes it more lighten, but it should be lot more lighten (adding Voxel AO itâs even more darker).
3)Known issue is material render.
You have a screenshot with Armory, UE4, Godot 3.
Armory does not render material correctly (same textures for same material slots), same bright lighting.
Like bug that has been fixed for physics, the release needs lot more time for graphics , but we can continue testing 0.6.
It will be ready when itâs ready.