I’ve given your addon a try, and it’s honestly amazing! The features are really intuitive and handy. Everything was running smoothly until I tried exporting a vector file and realized my system memory was completely maxed out.
After some digging, I found out the issue is with the textures. When exporting, each face is assigned its own texture fragment, which puts a huge load on the memory. It’s not really noticeable with low-poly models, but for more complex ones, it definitely causes some lag or errors.
If you could tweak it so that it exports one single large texture sheet per page instead, I think that would solve the problem perfectly! Thank you so much!
Hey, thanks for the kind words <3
I am aware of this exact issue with textures and your analysis is spot-on. Having a copy of the texture image in memory per triangle is a very bad idea indeed. There must be a way to pre-render all triangles on a page using Blenders gpu module. I just have to figure it out.
Stay tuned and have fun crafting :)
Edit: I got it to work! Your system memory should no longer suffer when exporting with texture :=) Note that this upadate and all upcoming versions require Blender 5.1 or later.
It's a good starting point, but in my opinion this add-on needs some improvements:
For symmetrical meshes, I would like to use the Mirror Modifier to transfer the cuts from one side to the other. Alternatively, it would be great if you could add a "mirror" option to show the symmetrical selection while using this add-on.
The Undo and Redo shortcuts don't work at all when I use the add-on's tools. Why? It's a waste of time to open the pie menu every time I want to undo or redo something.
I would say these are the areas to start with when adding improvements, and then maybe new features could be introduced in the future.
Hi, thanks for leaving a review. Sadly, I have to disappoint you regarding both of your feature requests.
I agree that it would be great to support the Mirror Modifier. Unfortunately, I think this might be very hard to achieve with the code I have written so far. If I have the time, I will do some research on how modifiers are exposed in Blenders Python API and check how feasible it really is for me to add this feature. So maybe I will do it, but probably not anytime soon. Less convenient, but maybe better than nothing, is to mirror your selection in edit mode (as described here) while working on a symmetric mesh.
The problem with Undo and Redo is a huge pain point for me as well :/ The reason why they don't work, is that all the papermodel editing takes place inside Blenders Edit mode (I did not want to write logic for edge/face selection myself). All editing operations change object properties which hold the papermodel state (cuts, glue flaps, etc...). Changes to object properties can only be undone in Blender Object mode. This is a known limitation of Blenders Undo system (https://projects.blender.org/blender/blender/issues/57897). You will notice this when you leave Edit mode and then press Ctrl+Z, all PolyZamboni operations performed while in Edit mode get reverted at once. The only way I see to fix this, is to implement a custom Redo/Undo system, which I definitely won't do anytime soon.
As this addon is open source, you can of course always try to improve things yourself. Maybe you know some things I don't and can contribute here :)
Anyways, thanks again for the review and have fun crafting!
Thanks so much, so far the addon i was looking for to replace Pepakura !
Hello I tried to use this add-on but the pdf is corrupted and the svg doesn’t download, do you have any idea why this might be happening?
Hey, thanks for trying out my addon :)
I have no Idea why this might happen... If you want, you can create an issue with more details (blender version, operating system, etc...) on the projects github page (https://github.com/AntonFlorey/PolyZamboni/issues) so I can have a look at it.
why does it want my cookies T-T
it is really nice addon, but i have some notes, that normal offset thing makes a bit harder to read whats going on, for example, i try to select and edge but the region and cutted edges are in front of actual edges, and its harder to see them, for me we should use mark seams for cutting edges rather than a line in front of actual edges. it would be easier to read since we already used to it from blender. a mark for areas that needs to be glued would be nice (if we dont have texture, it is kinda hard to tell which area needs to be glued) also would be nice an setting for enable or disable that. A feature that would highlight the selected face in 2D space and 3D space would be nice rather than only highlight selected island sometimes its hard to tell which face goes where. i have high hopes for this addon, please keep update it we will support you no matter what
Thanks for the review! I agree with all of your points and already did some work to improve things:
Thanks again for the great ideas and have fun crafting :)
I'm getting a lot of Py errors on blender 4.5 doesn't work if the 3d model is at the scale you will be printing it (10cm). it's too small. you have to scale up your model (x10) and then scale down to print. That's a lot of hassle. It has a lot of potential, but it's too buggy right now :(
Hey,
thank you for the review! I did not test the Addon in Blender 4.5, I should change the Compatibility asap.
If you continue to run into Py errors, feel free to create an issue on github and give me some details about the issue (error messages or the things you did leading up to the crash).
Regarding the scaling issues, I just played around in Blender 4.5 and could not replicate the problem. Here are two things to look out for:
I hope this comment was helpful :)
Hello! I've been using Export Paper Model for pepakura blueprints. Your add-on has been filling out a lot of what I wished was available to me while working with the latter. I do however find it difficult to navigate the Zamboni interface, and would prefer seeing the Edges while defining regions, which has also been a problem when I can't (or don't know how to) hotkey the command. Your work looks very promising for low-poly and small projs, but after working with it, there's room to fill to cater larger meshes such as one I'm working on.
One key difference from Export Paper Model was the lack of notice about 'twisted polygons': faces that would curve if it were on paper. I haven't ever printed my works yet but that might be a concern, yes?
Everything aside, your work is great! High hopes for this passion project of yours
Hi! Thanks for the review :)
The mesh edge visibility is an issue. I do not know how to render lines infront of mesh faces but behind edges (like seams are rendered by Blender). My solution is to draw dotted lines so you can still see the mesh edge behind it. You can adjust the dotted line length to your liking in the PolyZamboni Render Settings Panel. The colored regions can also be hidden there, in case they annoy you.
I assume 'twisted polygons' are faces that are not planar. The Addon warns you if very twisted faces are present when starting the unfolding process. I chose a somewhat arbitrary threshhold that might be a bit to lax at the moment. Maybe an operator that gives you some kind of planarity score would be a nice feature to add here.
Thanks again for the feedback! I plan on making a tutorial video soon. Maybe it will clarify some things further. If you have any suggestions on how to improve this addon (also for larger projects) im happy to hear from you :)
Hi, having bit of a trouble here, would you be able to provide a video tutorial any time soon? please? also, thank you!
Hi! I plan to make a tutorial video soon to make this addon more accessible :)
Is there anything specific you are having trouble with? Maybe I can clarify some things here already.
And thank you for the review, it means a lot to me!
This is the case where the origin is optional, but there is a small problem, it is not a continuous problem, and the image 1, 5, 7, 8, 9... is jumping.