Computer-Aided Drug Design at the Durrant Lab › Forums › Pyrite › Combatibility with Blender 2.80
- This topic has 4 replies, 2 voices, and was last updated 3 years, 5 months ago by Jacob Durrant.
- August 29, 2019 at 10:21 pm #10189DerekGuest
Will Pyrite be updated to be compatible with Blender 2.80, the recent major update? Currently it doesn’t seem to work.
- September 26, 2019 at 4:49 am #10251
Hi Derek. Much thanks for your interest in Pyrite. We do have plans to update Pyrite for Blender 2.80. I’ll let you know when it’s ready. All the best.
- December 1, 2019 at 12:50 am #11401
Hi Derek. Thanks again for your interest. I wanted to let you know that I just released Pyrite 1.1.0, which works on Blender 2.80 and above. Let me know if you run into any problems.
All the best.
- December 3, 2019 at 9:41 am #11641NicolasGuest
I installed the new Pyrite add-on in Blender 2.8. I load a prepared and oriented (with the VMD tcl script) mesh of my system . Pyrite asks for mesh oritentation/rotation, so I used the autofix function.
When I try to load the pdb trajectory file all seem to be fine : armatures/bones, keyframes… are created.
But at the end of the importation process, the model is not deformed by the armatures. I tried to redo manually the armatures/ribbons’ parenting but it still doesn’t work.
What is surprising is that the protein model is centered in the scene but the armature and bones are not.
Thanks for your help,
- December 16, 2019 at 5:58 pm #11677
Hi Nicolas. If I understand you correctly, it sounds like your mesh and PDB (trajectory) coordinate systems are different. If the two coordinate systems were the same, then pressing the autofix button should have put the mesh and armature right on top of each other. Pyrite reads the trajectory coordinates right from the PDB file, so I suspect the problem is with your mesh coordinates (as exported from VMD).
Does everything work when you use the build-in test trajectory (using the "Load Test Data" button)?
One possible solution is to use the BlendMol plugin to load the VMD file directly into Blender. Blendmol automatically resets the VMD camera position before exporting the mesh, to make sure the coordinates are the same. Here is a video tutorial showing how it’s done in 2.79, but 2.80 is similar: https://durrantlab.pitt.edu/apps/blendmol/docs/VideoS4.BlendMol-Pyrite-Tutorial.mp4
Here’s the BlendMol URL: https://git.durrantlab.pitt.edu/jdurrant/blendmol
Hope this helps!
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