I did more testing... I think the reason why YafaRay failed at first was because of the Object numbers I had assigned to the Meshlights.
The YafaRay Meshlight Object #s must be in sync with the number of Objects in the scene. If objects are deleted the numbering can be affected. The "Object #" setting under Material Properties > YafaRay Options > Object Parameters > Object Type > Mesh Light follow the sequence of the Object ID but will not match exactly if objects have been deleted.
A scene where an object has been deleted and a new object created, including 1 Grid (Id 4) and 2 mesh lights, will have two meshlights numbered Object # 1 and Object # 2. This is the case even if the Object Id for the two meshlight objects is Id 2 and Id 3. The meshlight Id 2 will be numbered as Object # 1 and Id 3 will be numbered as Object # 2. If no objects had been deleted the meshlights would have been numbered Object # 2 and Object # 3. I hope that makes some sense...
The best way to avoid confusion would be to create all your meshlight objects first and then create the rest of your scene objects or create all your meshlight objects last. Probably not practical but that seems to be the best way to avoid having meshlight Object #'s out of sync with the objects Id number.
All this being said, changing "foldl" to "foldr" in wings_export.erl fixed my problem. (Thanks again Micheus) I tested exporting (.3ds, .obj, .x, .wrl, .dae, .lwo, .ndo, .stl, .pov) and saw no ill affects when viewing the exported models.
Can wings_export.erl be modified in the next release?
Thanks,
oort
The YafaRay Meshlight Object #s must be in sync with the number of Objects in the scene. If objects are deleted the numbering can be affected. The "Object #" setting under Material Properties > YafaRay Options > Object Parameters > Object Type > Mesh Light follow the sequence of the Object ID but will not match exactly if objects have been deleted.
A scene where an object has been deleted and a new object created, including 1 Grid (Id 4) and 2 mesh lights, will have two meshlights numbered Object # 1 and Object # 2. This is the case even if the Object Id for the two meshlight objects is Id 2 and Id 3. The meshlight Id 2 will be numbered as Object # 1 and Id 3 will be numbered as Object # 2. If no objects had been deleted the meshlights would have been numbered Object # 2 and Object # 3. I hope that makes some sense...
The best way to avoid confusion would be to create all your meshlight objects first and then create the rest of your scene objects or create all your meshlight objects last. Probably not practical but that seems to be the best way to avoid having meshlight Object #'s out of sync with the objects Id number.
All this being said, changing "foldl" to "foldr" in wings_export.erl fixed my problem. (Thanks again Micheus) I tested exporting (.3ds, .obj, .x, .wrl, .dae, .lwo, .ndo, .stl, .pov) and saw no ill affects when viewing the exported models.
Can wings_export.erl be modified in the next release?
Thanks,
oort