Examples to accompany Armory SDK. Check out the manual.
Note: Download the package from releases. Only use the latest revision of this repository if you are using git Armory.
Armory Examples
Home Page: http://armory3d.org/manual
License: zlib License
Examples to accompany Armory SDK. Check out the manual.
Note: Download the package from releases. Only use the latest revision of this repository if you are using git Armory.
Console is spammed with:
Trace: TypeError: Cannot set property 'mycount' of undefined
at $hxClasses.armory.logicnode.WriteStorageNode.run (krom.js:849:13)
at $hxClasses.armory.logicnode.PrintNode.run (krom.js:641:7)
at $hxClasses.armory.logicnode.PrintNode.run (krom.js:763:44)
at $hxClasses.armory.logicnode.OnInitNode.run (krom.js:641:7)
at $hxClasses.armory.logicnode.OnInitNode.init (krom.js:750:8)
at f (krom.js:32843:242)
at iron_App.render (krom.js:3399:4)
at Function.kha_System.render (krom.js:18116:3)
at kha_SystemImpl.renderCallback (krom.js:18216:13)
0
I'm using arm sdk 0.5 from today with latest examples, both fresh from github and encountered the following export error after [Play] Runtime: Krom, Camera:Scene with actions.blend
Read prefs: C:\Users\tkumlehn\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend
found bundled python: C:\Armory\2.79\python
Read blend: C:\Users\tkumlehn\src\armory_examples\animation_actions\actions.blend
Project updated to sdk v0.5
Project cleaned
Armory v0.5 ($Id: 5f51cc8a9798177bb49594c3f57c8045f811c261 $)
OS: win, Target: krom, GAPI: opengl, Blender: 2.79 (sub 1)
Exporting Scene
Exporting armature action Run-M
Exporting armature action Idle-M
Exporting armature action Charge-Punch-M
Exporting armature action Left-Punch-M
Exporting armature action Rest
Exporting mesh Plane
Exporting mesh meHumanMale
Traceback (most recent call last):
File "C:/Armory/armsdk//armory/blender\arm\props_ui.py", line 499, in execute
make.play(is_viewport=False)
File "C:/Armory/armsdk//armory/blender\arm\make.py", line 392, in play
build(target=runtime_to_target(is_viewport), is_play=True, is_viewport=is_viewport)
File "C:/Armory/armsdk//armory/blender\arm\make.py", line 339, in build
export_data(fp, sdk_path)
File "C:/Armory/armsdk//armory/blender\arm\make.py", line 107, in export_data
exporter.execute(bpy.context, asset_path, scene=scene)
File "C:/Armory/armsdk//armory/blender\arm\exporter.py", line 2164, in execute
self.export_objects(self.scene)
File "C:/Armory/armsdk//armory/blender\arm\exporter.py", line 2022, in export_objects
self.export_mesh(objectRef, scene)
File "C:/Armory/armsdk//armory/blender\arm\exporter.py", line 1511, in export_mesh
self.export_skin(bobject, armature, vert_list, o)
File "C:/Armory/armsdk//armory/blender\arm\exporter.py", line 1148, in export_skin
self.add_constraints(bone, oskin, bone=True)
File "C:/Armory/armsdk//armory/blender\arm\exporter.py", line 2496, in add_constraints
if con.target != None:
AttributeError: 'MaintainVolumeConstraint' object has no attribute 'target'
location: <unknown location>:-1
location: <unknown location>:-1
The emission shader cannot produce its own light. It needs either lamps or world lighting to be visible. Example: Open Armory 3D 2.8 (I'm using Linux) and set world color to completely black. Remove the default lamp. Now, add an emission shader to the default cube. In EEVEE and Cycles it will be lit. In Armory it will be black.
We've been having a chat on youtube, now just posting here.
A few things to sort out. Mainly where is the UI example scene found that I have seen in the promo video?
Was that with old zgui, I noticed recent commit changed to bui, is this blender UI?
If so any info on where to read how to code it, template it? Would be great and an example here. I want to start planning my UX for my first Armory game. Thanks!
OK, this is weird. I tested standalone player and it works fine ,but when you try to play in viewport it freezes blender, creates this ghost header bar with the stop, pause button, and the build shows 50%. Also tested with particles set two with no difference.
Oh, sorry for all the issue post. Not sure if stuff is a legit bug or user issues, since I'm new to Armory.
Edit:
While I don’t think this is tied to blend file, I noticed you could append particle system to a new blend and this doesn’t happen.
Gif: https://i.imgur.com/34axFBq.gifv
Using an Armory 2.79 version from June 19.
It seems like only the spot lamp is working properly, and with all lamps the whole world looks redish. The only colourwheel I found that does effect that is the "Air Color" one, which is broken in a way that if the color in there is set to the opposite of red the volumetrics disappear, and if it is set to red it gets evvem redder, and everything between those extremes. Maybe I missed a setting, but I tried my best to find one.
material_movie example not working in Build 8
System : OS X® 10.11.6
In the build/html5 folder i see the movie.webm file but i am not able to play it with VLC
I set ffmpeg path to /opt/local/bin/ffmpeg
Runtime: Browser
Console report ( it seems blocked after trying to export the movie) :
Armory v17.03
Armory Warning: Material/movie.mp4 - non power of 2 texture can not use repeat mode on HTML5 target
Exporting mesh Plane
Exporting mesh Cube
Scene built in 0.009933948516845703
Creating Kha project.
Exporting asset 1 of 1 (blur_edge_pass_Irr_EnvCol_SSAO_SMAA.arm).
Exporting asset 1 of 1 (compositor_pass_Irr_EnvCol_SSAO_SMAA_CToneFilmic.arm).
Exporting asset 1 of 1 (deferred_indirect_Irr_EnvCol_SSAO_SMAA.arm).
Exporting asset 1 of 1 (deferred_light_Irr_EnvCol_SSAO_SMAA.arm).
Exporting asset 1 of 1 (smaa_blend_weight_Irr_EnvCol_SSAO_SMAA.arm).
Exporting asset 1 of 1 (smaa_edge_detect_Irr_EnvCol_SSAO_SMAA.arm).
Exporting asset 1 of 1 (smaa_neighborhood_blend_Irr_EnvCol_SSAO_SMAA.arm).
Exporting asset 1 of 1 (ssao_pass_Irr_EnvCol_SSAO_SMAA.arm).
Exporting asset 1 of 1 (world_Irr_EnvCol_SSAO_SMAA.arm).
Exporting asset 1 of 1 (Material_data.arm).
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Exporting asset 1 of 1 (World_material.arm).
Exporting asset 1 of 1 (mesh_Cube.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (armory_default.arm).
Exporting asset 1 of 1 (movie.mp4).
Light area does not work.
Where can we find animation/forward_low demo mentioned here:
http://forums.armory3d.org/t/system-requirements-npr-rendering/43/9
See attached video.
Error on play in viewport:
Trace: TypeError: Krom.systemId is not a function
at Function.kha_SystemImpl.getSystemId (krom.js:17677:14)
at Function.kha_System.get_systemId (krom.js:17538:24)
at Function.iron_data_Data.getSound (krom.js:4031:16)
at $hxClasses.iron.object.SpeakerObject [as __class__] (krom.js:13375:17)
at $hxClasses.iron.Scene.addSpeakerObject (krom.js:4726:16)
at $hxClasses.iron.Scene.createObject (krom.js:4951:23)
at $hxClasses.iron.Scene.traverseObjects (krom.js:4821:9)
at krom.js:4770:12
at krom.js:5066:7
at krom.js:4024:4
Particle smoke or bunny example does not work (Armory nighty build).
The particles display as flat planes without texture and without billboard effect.
Browser console spammed with:
Graphics.hx:132: WebGL error: Invalid value
FFmpeg path correctly setup, no build errors.
Sound example works on windows but not on mac os. I also saw in the terminal output it's trying to load .ogg files instead of the included .wav files for some reason. I'm not sure why as I dont see anything about .ogg in the example script.
EDIT:
If I compile to HTML5 the sound works in a browser. If I compile to c++ the app says it compiles successfully but then it crashes right after launch.
Sorry if this is the wrong place to note this or the mistake is my own. I downloaded the tea pot scene and opened it with a version of blender + armory that I downloaded today.
I then started the armory by f5'ing. I didn't touch any graphical settings.
Quick screen grab of my system's specs:
Admittedly not a speed demon, but passes the criteria on https://armory3d.org/manual/#/graphics/global_illumination.
I gave the C++ runtime a shot aswell, it died with some generated code going ballistic:
#endif;
^
../Sources/src/kha/compute/ShaderStorageBuffer.cpp: Jäsenfunktio ”void kha::compute::ShaderStorageBuffer_obj::init(int, int)”:
../Sources/src/kha/compute/ShaderStorageBuffer.cpp:46:14: virhe: base operand of ”->” is not a pointer
switch (type->index) {
^~
make: *** [makefile:535: shaderstoragebuffer.o] Virhe 1
make: *** Odotetaan keskeneräisiä töitä....
Compilation failed.
Finished in 92.51093077659607
Build failed, check console```
Rough translation of the Finnish:
* The endif line compains about the ;
* Jäsenfunktio ~ Member function
* "Odotetaan keskeneräisi töitä" ~ "Waiting on running jobs"
PickTrait works fine though.
I can not get most of the bundled scripts to work. Even some who have instructions like "FollowCamera" don't work. Please help, would be specially interested in "FirstPersonController".
OK, so I was messing around with the clouds blend trying to figure out how that all worked. I created a new blend file with a plane and cube and got the clouds to work.
So then, I tried adding clouds to the blend that I was playing around with the ocean feature. The sky displays on the water and ground. I thought maybe the ocean was messing with it. I saved as different blend and delete the ocean plane. Even after that it still displays on the ground and not the sky. I can't for the life of me figure out why it works in one blend ,but not the other. I checked the settings in both to make sure they are the same and I don't see anything that is different.
walk anim plays on starts and breaks once you start moving around.
Plays on start, and breaks as soon as you move around.
Console spammed with:
Traceback (most recent call last):
File "/home/guzzard/bin/Armory/armsdk//armory/blender/arm/handlers.py", line 68, in on_scene_update_post
import numpy
File "/home/guzzard/bin/Armory/2.79/python/lib/python3.5/dist-packages/numpy/__init__.py", line 180, in <module>
from . import add_newdocs
File "/home/guzzard/bin/Armory/2.79/python/lib/python3.5/dist-packages/numpy/add_newdocs.py", line 13, in <module>
from numpy.lib import add_newdoc
File "/home/guzzard/bin/Armory/2.79/python/lib/python3.5/dist-packages/numpy/lib/__init__.py", line 8, in <module>
from .type_check import *
File "/home/guzzard/bin/Armory/2.79/python/lib/python3.5/dist-packages/numpy/lib/type_check.py", line 11, in <module>
import numpy.core.numeric as _nx
File "/home/guzzard/bin/Armory/2.79/python/lib/python3.5/dist-packages/numpy/core/__init__.py", line 14, in <module>
from . import multiarray
ImportError: /home/guzzard/bin/Armory/2.79/python/lib/python3.5/dist-packages/numpy/core/multiarray.cpython-35m-x86_64-linux-gnu.so: undefined symbol: cblas_cdotc_sub
Exporting asset 1 of 1 (mesh_Box.1194.arm).
events.js:160
throw er; // Unhandled 'error' event
^
Error: watch build_stream/compiled/Assets/meshes/mesh_Box.1195.arm ENOSPC
at exports._errnoException (util.js:1012:11)
at FSWatcher.start (fs.js:1429:19)
at Object.fs.watch (fs.js:1456:11)
at createFsWatchInstance (/home/guzzard/bin/Armory/armsdk/linux64/Kha/Tools/khamake/node_modules/chokidar/lib/nodefs-handler.js:37:15)
at setFsWatchListener (/home/guzzard/bin/Armory/armsdk/linux64/Kha/Tools/khamake/node_modules/chokidar/lib/nodefs-handler.js:74:15)
at FSWatcher.NodeFsHandler._watchWithNodeFs (/home/guzzard/bin/Armory/armsdk/linux64/Kha/Tools/khamake/node_modules/chokidar/lib/nodefs-handler.js:228:14)
at FSWatcher.NodeFsHandler._handleFile (/home/guzzard/bin/Armory/armsdk/linux64/Kha/Tools/khamake/node_modules/chokidar/lib/nodefs-handler.js:255:21)
at FSWatcher.<anonymous> (/home/guzzard/bin/Armory/armsdk/linux64/Kha/Tools/khamake/node_modules/chokidar/lib/nodefs-handler.js:473:21)
at FSReqWrap.oncomplete (fs.js:123:15)
Build failed, check console
When running file_write example in Armory 0.5 it gives below error:
hx:199: characters 15-36 : Class<Krom> has no field getFilesLocation
even though getFilesLocation come in autocorrect field
Prints "Cube" regardless of what object is clicked
Volumetric light does not work.
Besides other examples work but the sound example doesn't.
Armory: 14.0.0
Blender: 2.79
Log:
MacBook-Air:armory_examples admin$ armory
Read prefs: /Users/admin/Library/Application Support/Blender/2.79/config/userpref.blend
found bundled python: /Users/admin/Documents/Armory/Armory/blender.app/Contents/Resources/2.79/python
Read blend: /Users/admin/Documents/Armory/armory_examples/sound/sound.blend
Writing: /tmp/sound.crash.txt
/usr/local/bin/armory: line 3: 13196 Segmentation fault: 11 ~/Documents/Armory/Armory/blender.app/Contents/MacOS/blender
MacBook-Air:armory_examples admin$ cat /tmp/sound.crash.txt
# Blender 2.79 (sub 0), Commit date: 2018-03-22 14:10, Hash f4dc9f9
# backtrace
0 blender 0x0000000100c837ea BLI_system_backtrace + 58
1 blender 0x000000010013f6fa sig_handle_crash + 362
2 libsystem_platform.dylib 0x00007fff70bd6f5a _sigtramp + 26
3 blender 0x0000000106e573a0 rna_Area_type + 0
4 blender 0x0000000100963f23 BKE_linestyle_active_from_scene + 35
5 blender 0x00000001001749cd buttons_texture_context_compute + 1581
6 blender 0x000000010017138a buttons_context_compute + 90
7 blender 0x000000010017654d buttons_header_region_draw + 29
8 blender 0x000000010044c962 ED_region_do_draw + 322
9 blender 0x000000010014429c wm_draw_update + 876
10 blender 0x00000001001402a0 WM_main + 48
11 blender 0x000000010013c702 main + 1026
12 blender 0x000000010013c2ec start + 52
13 ??? 0x0000000000000001 0x0 + 1
MoveBoneFK.hx
and MoveBoneIK.hx
both import and subclass armory.Trait
instead of of iron.Trait
Hi @luboslenco,
Sound example crashes when trying to play in viewport or in krom. Only browser works. It crashes because it cannot find *.ogg files even though *.wav files are used.
Kind Regards,
Martin
Could not open file /home/trsh/forks/armory_examples/ui_script3d/build_baisc3d/debug/krom/font_default.ttf.
"Cannot read property 'addTrait' of null"
I set the cube name to Body and the camera name to Head and made the camera a child of the Body cube.
please rewrite it in assembly thanks
In armory_examples, physics_raycast's script doesn't work. It throw iron.math.mat4 should be iron.math.vec4 error.
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